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      <title>Research File 2.0 by Otávio Neves</title>
      <link>https://padlet.com/otavio_neves/wlsr5lod9m16</link>
      <description>Stage 2</description>
      <language>en-us</language>
      <pubDate>2018-04-26 02:02:18 UTC</pubDate>
      <lastBuildDate>2026-02-25 05:03:45 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Well Played 3.0</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255485128</link>
         <description><![CDATA[<div>They host Well Played tracks at the "Games, Learning and Society Conference" and at IndieCade<br><br>Chapter 1-  Pokemon used as a literacy tool. With over 200,000 lines of text that are interesting due to their possible application in the gameplay context. Pokemon also requires research through many mediums both in and out of play, making the player have to make a critical decision as to which information should've kept at hand. Part of why it is such a great learning tool is because it wasn't designed to be a learning tool, it was designed to be engaging and fun. In the online communities such as wikis, there is a degree of scholarship that requires sources, recordkeeping and etiquette that is not very common in regular schoolwork. The easy accessibility of cheating devices with a constant online community also makes young player tackle morality issues in the gaming world that parents don't usually understand.<br><br>2-Final Fantasy XIII was quite a controversial game due to its abandonment of the series traditional open world and adventure driven quest to a more linear and controlled environment that leaves little room for exploration. That is usually used as an argument against the game, but in this chapter, the author explores how changing a quest to a glorified obstacle course can be a nice design mentality. The first argument in favor is that by limiting the game world and encounters the devs can have a better understanding of the player's progression and can design levels and challenges accordingly. The game also uses a limited resource as a core mechanic during encounters, TP. When you find a new enemy you don't know it's strengths and weaknesses, but if you use 1 TP you can access that immediately, however, TP is also used to help injure allies and cast powerful summons, so you have to wager which of these is more crucial to your current encounter. The way the game deals with punishment is one that I value quite a lot, your punishment should be that you failed the task, if the player loses items or a significant amount of exp when losing they feel discouraged to try and experiment, the SMT games do this is an especially soul-crushing manner, the game resets when you lose so if you didn't save before the encounter you will have to play a lot of things over again. The author also acknowledges the linearity problem but puts a distinction between bad linearity and good linearity, linearity itself doesn't describe quality. One example is the Uncharted train sequence which uses a series of possible values that make it engaging and require critical decision making from the part of the player in what is, in essence, a straight line. This design intricacy isn't present in FF XIII, though, mostly because of its lackluster interactions with the environment. Probably the most brilliant realization I had while reading this chapter is how the design of the linear and open world is used alongside the story of the gods, Pulse, and Cocoon. Cocoon is an authoritarian and controlled government, this is reflected in a linear and controlled level design that leaves no room for exploration, while Pulse, which is freedom used to a fault, leaving people to fend for themselves, is represented by an expansive level design in which the player isn't given instructions or directions and every single corner could be met with adversity. This allows the players to understand the message and story without hearing a single word of dialogue or watching the numerous cutscenes. The only fault is that the boringness of the first 20 hours will create a lot of dropouts who won't experience the rest of the game and realize this design aspect.<br><br>3-I could vaguely remember a recent American McGee's Alice game and thought it was a novel 3D action platformer amongst the many that come out every year, but I didn't know that this franchise had roots in the Quake 3, making this kind of a hidden gem of the early 3D platformers. So far the chapter tries to explore the narrative of the game and how it breaks the mold of other interpretations of the classic tale. This analysis, though interesting, doesn't provide insight into the design aspects of the game itself. This story could have been told through a movie and through a book, the author has yet to point out an aspect of this journey that explores the gaming medium itself. The closest thing to it is how the slow level design and empty corridors give the player a lot of time to think about Alice and the Wonderland's current predicament. <br>One the best stories told through design in this game was the Cheshire Cat, which, as the book states, "was one of the most important and helpful allies to Alice in the original story, but now he has been downgraded to a near useless ally that to say meaningless tips". The only thing both incarnations of the Cat have in common is their undying grin and that is what links them both together. In the original story Alice needed a useful companion to take down the Queen of Hearts, but in the game's story she is broken and in a disordered mental state, that is why her most trustworthy ally is now nothing but a smile, because is what she needs to keep going, winning this game isn't just about beating the Queen of Hearts, it is about dealing with your inner ghouls. This is actually a really clever approach to the themes of the game that any players will notice without the game actively telling them.<br><br>Chapter 4- Limbo is a classic form the indie scene and a game whose art style I have used as a reference many times before. Nowadays it might not look particularly impressive, but its influence for its time is undeniable. Expanding on Final Fantasy's Setback Punishment mentality, Limbo punishes the player with a gruesome death that affects the player on an emotional level but not in a gameplay one. "You don't progress by dying" is the only fear you have when playing this game, it's not frustratingly discouraging that you would put the game down, but it still has the emotional weight to make you think twice before acting recklessly. This chapter isn't as much of an analysis of the game, but more of a journal about a player's experience throughout it. Probably the most impactful thing is how this short 2-hour tale felt like an Odyssey and you could feel the sense of immersion on the part of the player.<br><br>Chapter 5 - I had never heard of "The Neverhood" before reading this book and did a quick google search to see what the game was like. It is a point and clicks adventure game, a lot like clock tower and adventure island, but it is very distinct in its presentation as it employs claymation. The game's story isn't clear from the start and it is discovered by locating discs, which are mandatory, or by reading the lore written on literal walls within the game. This makes the player feel a sense of urgency and actively pay attention to the beautiful environments. It also rewards them appropriately as the information read on the walls is supplementary and cannot be found by any other means. An important design aspect is having Klayman be faced with adversity right from the getgo, that will teach players of one of Klayman's features, he cant die. No matter how bruised he gets he will always put himself together afterward, that is important in such a weird and surreal game because it helps players not be afraid of experimenting and not be afraid of clicking on a click based adventure game. The game is also aware of how to set the tone through musical queues, not just by playing different pitches and styles of song, but omitting sound on its entirety leaving just ominous silent and small sound effects to punctuate a sense of mystery and possible danger as well as loneliness.<br>The most important aspect of this game is how quickly it teaches you about its premise and mission and how it teaches you without a boring sense of formality, but through the player's own drive to quest and find out more. By solving the challenges themselves you learn the mechanics without a single line of dialogue and it is structured in such a manner that doesn't feel like a tutorial, but as a real challenge you need to face to progress. The extremely simple premise is also very strong and get's the player hooked immediately, collect the discs scattered throughout the world to learn the story of this place, simple enough.<br><br>Chapter 6 - Heavy Rain is very well known to be the pinnacle of a movie like games and I always had a negative perspective towards it. Part of it is the incredible arrogance of it's creator, David Cage, but it is mostly due to the fact that games are losing way too much by trying to copy other mediums, what makes games special cant be found in a movie or a stage play. One nice observation is that we cant talk about games without talking about actions. Game interactions rely on the player deciding upon an action and receiving feedback of said action (sometimes much later than the action itself). Because of that, Heavy Rain's director tried to create a huge vocabulary of actions that expanded the normal jumps, shoot and drive. This is a very interesting analysis of the structure of games, but the implementations are very lackluster, throwing a boomerang doesn't have the same impact as running from a killer and it honestly feels pointless in the grand scheme of things, even if it did affect something we run into the question of should it affect something? Having a set of rules allows the player to have a sense of mastery as he traverses obstacle courses placed by the developers and also allows creativity to use the mechanics as you see fit. One honestly very insightful decision of the developer is the use of inaction as a viable decision. In every game even if we give up or choose the passive route it is treated as an action, we must select that option and click it, but in heavy rain the quick time events which we have been trained for years to click without even thinking of the consequences can have beneficial impacts if missed, as the books say, "it challenges our understanding of game mechanics". Heavy Rain also tries to use the interface itself as a tool for storytelling to various degrees of success. One example is when the drug addict Norman Jayden is having a panic attack and feels the need ti consume more of the drug, the player is then faced with 4 very uninformative options such as tempation, drug, withdraw, etc... this is to show how difficult it is to make a decision during a panic attack and how you arent sure of the consequences of your action, but the result feels cheap as you are forced to choose something and potentially undermine hours from your campaign due to what might as well be a roll of the die, novel concept, but it is jsut that, novel. A more effective use of the ui is the action scene when the detective loses her cool and is orderd to shoot the suspect, your field of vision is clouded by multiples shoot button promts with just a few of them telling you to resist and keep your calm, this allows the player to both feel the stress in the character's head and also make an informative decision that doesnt feel cheap.<br><br>Chapter 7- The Fallout franchise is one the prestige franchises in gaming and Fallout 3 was one of the games responsible for making Bethesda a AAA studio of worldwide recognition. The game is an open world RPG that explores a post-nuclear wasteland as your character struggles to survive against a wave of animosity around you. The game's controls are fairly basic and are taught in a usual tutorial, this would normally be a very primitive thing and would create a sense of formality between the player and the game, but the controls aren't what the game isn't about and don't represent it's most important mechanic, decision making. Right after the tutorial you have to live your life as a child going through normal children business, but during the whole process you have to make decision which have immediate repercussions, this isn't told to the player, but by putting him in a controlled environment you have taught him the soul of the whole game and the player won't feel cheated when his actions are shown to have consequences. The freedom within the dialogue allows for a different player experience towards typical RPG tropes. The author tells the tale of when he needed to rescue a boy from a cult of vampires, but when given the option to talk to their leader he was fascinated and that sparked a feeling of curiosity. In most RPGs enemies serve the purpose of an obstacle that needs to be crushed, there isn't much intrigue in the player's side as to what a goblin does for a living or why does it feel compelled to attack strangers. This didn't necessarily change the outcome, a vampire is still evil and in need to be slain, but that change in the perception makes so the player thinks twice before engaging in traditionally mundane actions like combat, suddenly he is living in a real world and not going through an obstacle course.<br><br>Chapter 8 - The Uncharted franchise is famous for its tight visuals and cliché, but nonetheless well-executed story sequences. Uncharted was always a reminder that linearity can have it's values that even the act of going through a hallway can be complex and far from binary. I also need to give props to Naughty Dog's amazing animation studio, making every scene feel powerful, personal and natural. The author points out how naughty dog uses carefully crafted in-game cutscenes, scenes where the player loses control of the character, but the action uses in-game assets so it doesn't feel like a movie, to create impact and tension within the scene, but without the player knowing how automated the whole thing is. Such an example is how Nate would climb through the wreckage of a train and the whole train starts crumbling down, the player doesn't have any input during this section, but because of it last just 2 second and it is usually followed by a button prompt from a famous Quick time event it feels engaging nonetheless. From a storytelling standpoint, starting with a later scene would be a novel concept, but with Uncharted it created an instantaneous sense of curiosity and wonder about how Nate ended up in this situation, it can also be used as a means of deception making us think this is near the end of the adventure, but it is a recent event, either way, it works as a means to grab the attention of the player and make him question the scene throughout the whole experience.<br>The game's second chapter also displays a lot of interactions between story and gameplay. Before starting the mission Nate says that he doesn't want to kill people and doesn't want guns involved, this tells the player about Nate as a character and the nature of this mission, as it incentivizes stealth over running and gunning. The devs went so far as to show the guard that Nathan throws off the cliff to have reached water and swum to safety. This use of the beautifully crafted dialogue to teach the player of how to approach gameplay without immersion breaking tutorials is most impressive. <br>An impressive story moment is when Drake is separated from his friends and has to traverse some puzzles on his own. During the whole game, he always had a companion by his side giving him tips, so this acts as a sort of rite of passage as the player should be also finally starting to master the game's fundamentals and is now ready for bigger challenges. That bigger challenge comes in the form of the iconic train sequence, which is the longest combat sequence in the game and has the player having to platform while fighting and also paying attention to what is in front of him, what is to the sides, what is tot he back and the very environment itself. It is a dynamic and thrilling test of how far you have come and how capable you are with the game mechanics. After this action scene, Drake finds himself in a Tibetan village and has an opportunity to interact with some of the villagers. During this sequence, the punch button turns into an interact button which allows the player to handshake and wave at the villagers. This isn't just to prevent players from punching the villagers and breaking the immersion but to encourage experimentation and show them the possibilities when interacting with the game world. The villager that rescued you, Tenzin is made to connect with the player in a narrative and gameplay standpoint. He doesn't speak the same language as Drake so there would be a barrier in between their bonding, but since he rescued you there is a narrative sense in why you would trust him. Furthermore, he actively helps you during the mountain climbing sequence, making him connect with you in a gameplay sense. There is a reason party members feel closer than NPCs, they help you, they have gameplay purpose and as a player you don't want to pose them, the same goes for Teizen.<br><br>Chapter 9 - Mass Effect is yet another tycoon of the gaming world and one that hits close to heart since it is one of my favorite gaming franchises. The 3rd person shooter space opera RPG consists of the player character, Commander Shepard has to unite a galaxy in order to save all of intelligent life from the sinister Reapers. Mass Effect puts a twist into how we explore games, usually exploring is related to a wide open field where we can go anywhere and find enemies and treasure, but in Mass effect, exploration is done by simply being curious of your surrounding. When discovering a new culture or historic event you get access to more details in an encyclopedic menu called the codex, furthermore having knowledge of this events can help you during gameplay as certain dialogue options will appear more clear to the player and help them make an informed decision. One example is how learning about the Quarian culture can help a lost female Quarian calm down after being accused of stealing during her pilgrimage.<br><br>Chapter 11 - I have always loved fighting games and street fighter is no exception. This chapter, though, seems to be a rant about the inaccessibility of fighting and how they fail to appeal to the mass market. While there is weight to this argument, I personally am not very convinced as I have had plenty of friends that suck at these games and still enjoy a friendly match, so this complaint is only valid to competitive play and in that case the game shouldn't need to be accessible, it should be hard to master the deep mechanics and timing of a fighting game. This first complaint is actually quite valid, the main menu UI design of Street Fighter IV, and also most of the other fighting games, is extremely hard to understand for a mass market. For you to understand what Arcade mode means you would have to know the tropes from the earliest days of fighting games and "versus mode" and "training mode" aren't much help either. Smash brothers implement a much more intuitive design that a lot of fighting games could learn from, the menus show just enough information as to not confuse the player and conveys it in such a way that even a newcomer can have an idea of how to navigate through it. Going further on this subject the author explains how a newcomer would instinctively go to training mode only to be met with a confusing mode where you train yourself, another thing that the game fails to teach you. The lack of assistance at this point is enough to make a player put the game down, they are literally stuck in the sea of menus.<br><br>Chapter 12 - Zelda is one of my favorite franchises and Majora's Mask, in particular, is within the top 5 due to its open progression and just fascinating mechanic of having a constant time limit looming over you at all times, making for some really dynamic gameplay. Majora's Mask makes a statement through design in its first minutes of gameplay by making the player feel familiar with the Ocarina of Time characters and control scheme only to immediately change everything and make the player adapt to a Deku scrub link trying to find a way to get his body back. This is a clear statement that also plays with the player's emotions and immediately evokes the sense of eerieness that Majora's bathes in and all without a single word. The use of reused assets, which were a time constraint, to bump up the anxiety was a genius move on their part as the players would freak out at the mere sight at some of this characters only for them to turn out to be practically completely different people. This idea of turning constraints into creativity is very important in an industry where you are always running out of time and you can never put as much as you would want in a game. The concept of a player being an agent and not a master of the game world is very interesting indeed because it makes the player have to exercise more cognitive functions and every decision is critical due to the ever-pressing time limit. Like when you turn off the minimap the player has to pay more attention to his surroundings, the player would have to pay more attention to the characters if they dictated the pace of time. One detail I failed to catch is the importance of the youth during the whole narrative and how every single dungeon has a character involved who has to cast aside his or hers naiveness and childish innocence in order to do what needs to be done, this is also present during the final hours of the game, where the town is empty and devoid of people aside from the dutiful guards and, surprisingly, the children who wish to see the final moments through with their own eyes and refuse to abandon their home.<br><br>Chapter 13 - I had heard of the Legacy of Kain franchise quite a bit as it seemed like one of the hidden gems of the PSX and PS2 era, but I never got a chance to play them myself. One design aspect the author points out about this game is how it doesn't savor the antagonist to the very end, throughout your journey you will have many encounters with the main antagonist, Kain, and this makes the relationship between the player and the antagonist that much stronger. It's not about just saving the world and beating the game, it's about a personal quest to beat he who has gotten the upper hand on your time and time again, not unlike what Pokémon did with its rival character, Gary. An interesting mechanic is the constant health drain when Kain is the material realm, this ties both narrative and gameplay in an effective manner since we have been told how vampire has a natural thirst for blood or souls in order to keep their bodies alive, but it's only when we experience it through a gameplay mechanic that we feel the ever-present urgency that these creatures have.<br><br>Chapter 14 - Toy Soldiers is a game that has never reached me, surprisingly so since it's a tower defense game, a genre I am really fond of. The introduction that the author gives to the game hits home immediately though, the memories of fighting fearsome battles in the realm of my imagination and of any object transforming into a military resource is all too familiar for me. If the game truly captures the imagination of a child playing war then it has my immediate interest.<br>The game goes the full length in order to transmit the message of this being a toy version of warfare and not just another wargame. It does that through visuals, like the surrounding being a normal home while the battlefield is just a toy model, soldiers being flung around by explosions in a cartoonish style and the base that you must defend being your toybox. This small visuals and design aspects are what is going to captivate the player the most, at least that is what intrigues me the most. The war genre of games is quite the saturated one, so this childish naive sense of wonder is what is going to set this game apart and above the rest.<br><br>Chapter 15 - I did hear about Siren a bit, not too much, but the name certainly ringed a few bells. What I heard though wasn't very positive, it's is a supposed hidden gem of the horror genre that has aged quite a lot of time and probably doesn't live up to the hype nowadays. From how the author describes the game it seems that it's a mix of both stealth and horror, but it also goes in a different direction than what is commonly associated with this genre. Most impressively is how it integrates puzzles into the gameplay, unlike something like Skyrim whose puzzles might as well be a completely different game compared to the core experience. Moving a block in order for a door to open isn't very fitting of a hack and slash, but unlocking a door by, let's say, protecting a statue while hacking and slashing is much more in tune with the core game. Siren does it in a very intelligent way as well, by requiring you to learn patterns and oddities about each monster you must then apply that knowledge on the fly in order to successfully sneak through them.<br>The game also employs horror by transmitting a sense of shock and unfamiliarity in many levels of play. There is a thematic unfamiliarity to a western audience that doesn't understand the folklore and tropes of Shinto mythology, but that is just a layer of scare on top of a mechanical unfamiliarity in the form of the constant deviations from usual horror games tropes, such as having to carefully study and plan your actions against the monsters instead of the usual high action run/fight. There is also a level design aspect to this shock as part of the puzzle is figuring out where to go to, which on top of being chased by a zombie and having to study and plan ahead in order to avoid the creature can be quite the stressful and horrifying situation.<br><br>Chapter 16 - The Way of the Samurai series is one which I have to know, but always had marked as just a standard adventure hack and slash but in a Japanese setting. The game's structure is quite interesting for a modern game, adapting a story that truly encourages replayability, but not like Mass Effect 2 where each playthrough can go for over 20 hours. Each playthrough the game shouldn't take over 2 hours and each one of them is going to feel quite different from each other. In that sense it resembles old-school design mentality, one example is Megaman X, which at first might take 3 or 4 hours to beat, but as you play and replay you can easily get it down to under 2. This is really smart design because most people when choosing between playing a new game and replaying an old one is going to choose the former, mostly because such a huge time sink for a repeated experience doesn't sound too engaging. <br><br>Chapter 17 - Back at the realm of the indie games and, more specifically, Limbo we get a detailed analysis in terms of aesthetics, gameplay, and narrative comparing very similar, but naturally distinct games, Limbo and The Misadventures of P.B. Winterbottom. During the visual analysis of Limbo, the author points out that to create a sense of unease the game constantly hides the character from you, making you have to guess and walk around in shadows as well as having sounds that "don't relate to any asset on screen" giving the feeling of an ever-looming danger. Limbo does suffer from a lack of direction in terms of level design, mostly in the department of obstacles that the player must overcome. These obstacles can be quite engaging like the spider, but there are more classic mechanical puzzles which don't make any thematic sense in the game. No matter what your interpretation of the game's story is, the way puzzles are implemented doesn't make sense, it's like having a Dynasty Warriors thematic game where you advance by playing Tetris, but this isn't acknowledged anywhere throughout the game. The game used in comparison also employs puzzles, but they have ludic and narrative sense, the game establishes an obstacle course to get to the pie, so you must get, but furthermore, it later reveals that by completing the puzzles you are helping the town's problems, so it feels whole and complete.They host Well Played tracks at the "Games, Learning and Society Conference" and at IndieCade<br><br>Chapter 1-  Pokemon used as a literacy tool. With over 200,000 lines of text that are interesting due to their possible application in the gameplay context. Pokemon also requires research through many mediums both in and out of play, making the player have to make a critical decision as to which information should've kept at hand. Part of why it is such a great learning tool is because it wasn't designed to be a learning tool, it was designed to be engaging and fun. In the online communities such as wikis, there is a degree of scholarship that requires sources, recordkeeping and etiquette that is not very common in regular schoolwork. The easy accessibility of cheating devices with a constant online community also makes young player tackle morality issues in the gaming world that parents don't usually understand.<br><br>2-Final Fantasy XIII was quite a controversial game due to its abandonment of the series traditional open world and adventure driven quest to a more linear and controlled environment that leaves little room for exploration. That is usually used as an argument against the game, but in this chapter, the author explores how changing a quest to a glorified obstacle course can be a nice design mentality. The first argument in favor is that by limiting the game world and encounters the devs can have a better understanding of the player's progression and can design levels and challenges accordingly. The game also uses a limited resource as a core mechanic during encounters, TP. When you find a new enemy you don't know it's strengths and weaknesses, but if you use 1 TP you can access that immediately, however, TP is also used to help injure allies and cast powerful summons, so you have to wager which of these is more crucial to your current encounter. The way the game deals with punishment is one that I value quite a lot, your punishment should be that you failed the task, if the player loses items or a significant amount of exp when losing they feel discouraged to try and experiment, the SMT games do this is an especially soul-crushing manner, the game resets when you lose so if you didn't save before the encounter you will have to play a lot of things over again. The author also acknowledges the linearity problem but puts a distinction between bad linearity and good linearity, linearity itself doesn't describe quality. One example is the Uncharted train sequence which uses a series of possible values that make it engaging and require critical decision making from the part of the player in what is, in essence, a straight line. This design intricacy isn't present in FF XIII, though, mostly because of its lackluster interactions with the environment. Probably the most brilliant realization I had while reading this chapter is how the design of the linear and open world is used alongside the story of the gods, Pulse, and Cocoon. Cocoon is an authoritarian and controlled government, this is reflected in a linear and controlled level design that leaves no room for exploration, while Pulse, which is freedom used to a fault, leaving people to fend for themselves, is represented by an expansive level design in which the player isn't given instructions or directions and every single corner could be met with adversity. This allows the players to understand the message and story without hearing a single word of dialogue or watching the numerous cutscenes. The only fault is that the boringness of the first 20 hours will create a lot of dropouts who won't experience the rest of the game and realize this design aspect.<br><br>3-I could vaguely remember a recent American McGee's Alice game and thought it was a novel 3D action platformer amongst the many that come out every year, but I didn't know that this franchise had roots in the Quake 3, making this kind of a hidden gem of the early 3D platformers. So far the chapter tries to explore the narrative of the game and how it breaks the mold of other interpretations of the classic tale. This analysis, though interesting, doesn't provide insight into the design aspects of the game itself. This story could have been told through a movie and through a book, the author has yet to point out an aspect of this journey that explores the gaming medium itself. The closest thing to it is how the slow level design and empty corridors give the player a lot of time to think about Alice and the Wonderland's current predicament. <br>One the best stories told through design in this game was the Cheshire Cat, which, as the book states, "was one of the most important and helpful allies to Alice in the original story, but now he has been downgraded to a near useless ally that to say meaningless tips". The only thing both incarnations of the Cat have in common is their undying grin and that is what links them both together. In the original story Alice needed a useful companion to take down the Queen of Hearts, but in the game's story she is broken and in a disordered mental state, that is why her most trustworthy ally is now nothing but a smile, because is what she needs to keep going, winning this game isn't just about beating the Queen of Hearts, it is about dealing with your inner ghouls. This is actually a really clever approach to the themes of the game that any players will notice without the game actively telling them.<br><br>Chapter 4- Limbo is a classic form the indie scene and a game whose art style I have used as a reference many times before. Nowadays it might not look particularly impressive, but its influence for its time is undeniable. Expanding on Final Fantasy's Setback Punishment mentality, Limbo punishes the player with a gruesome death that affects the player on an emotional level but not in a gameplay one. "You don't progress by dying" is the only fear you have when playing this game, it's not frustratingly discouraging that you would put the game down, but it still has the emotional weight to make you think twice before acting recklessly. This chapter isn't as much of an analysis of the game, but more of a journal about a player's experience throughout it. Probably the most impactful thing is how this short 2-hour tale felt like an Odyssey and you could feel the sense of immersion on the part of the player.<br><br>Chapter 5 - I had never heard of "The Neverhood" before reading this book and did a quick google search to see what the game was like. It is a point and clicks adventure game, a lot like clock tower and adventure island, but it is very distinct in its presentation as it employs claymation. The game's story isn't clear from the start and it is discovered by locating discs, which are mandatory, or by reading the lore written on literal walls within the game. This makes the player feel a sense of urgency and actively pay attention to the beautiful environments. It also rewards them appropriately as the information read on the walls is supplementary and cannot be found by any other means. An important design aspect is having Klayman be faced with adversity right from the getgo, that will teach players of one of Klayman's features, he cant die. No matter how bruised he gets he will always put himself together afterward, that is important in such a weird and surreal game because it helps players not be afraid of experimenting and not be afraid of clicking on a click based adventure game. The game is also aware of how to set the tone through musical queues, not just by playing different pitches and styles of song, but omitting sound on its entirety leaving just ominous silent and small sound effects to punctuate a sense of mystery and possible danger as well as loneliness.<br>The most important aspect of this game is how quickly it teaches you about its premise and mission and how it teaches you without a boring sense of formality, but through the player's own drive to quest and find out more. By solving the challenges themselves you learn the mechanics without a single line of dialogue and it is structured in such a manner that doesn't feel like a tutorial, but as a real challenge you need to face to progress. The extremely simple premise is also very strong and get's the player hooked immediately, collect the discs scattered throughout the world to learn the story of this place, simple enough.<br><br>Chapter 6 - Heavy Rain is very well known to be the pinnacle of a movie like games and I always had a negative perspective towards it. Part of it is the incredible arrogance of it's creator, David Cage, but it is mostly due to the fact that games are losing way too much by trying to copy other mediums, what makes games special cant be found in a movie or a stage play. One nice observation is that we cant talk about games without talking about actions. Game interactions rely on the player deciding upon an action and receiving feedback of said action (sometimes much later than the action itself). Because of that, Heavy Rain's director tried to create a huge vocabulary of actions that expanded the normal jumps, shoot and drive. This is a very interesting analysis of the structure of games, but the implementations are very lackluster, throwing a boomerang doesn't have the same impact as running from a killer and it honestly feels pointless in the grand scheme of things, even if it did affect something we run into the question of should it affect something? Having a set of rules allows the player to have a sense of mastery as he traverses obstacle courses placed by the developers and also allows creativity to use the mechanics as you see fit. One honestly very insightful decision of the developer is the use of inaction as a viable decision. In every game even if we give up or choose the passive route it is treated as an action, we must select that option and click it, but in heavy rain the quick time events which we have been trained for years to click without even thinking of the consequences can have beneficial impacts if missed, as the books say, "it challenges our understanding of game mechanics". Heavy Rain also tries to use the interface itself as a tool for storytelling to various degrees of success. One example is when the drug addict Norman Jayden is having a panic attack and feels the need ti consume more of the drug, the player is then faced with 4 very uninformative options such as tempation, drug, withdraw, etc... this is to show how difficult it is to make a decision during a panic attack and how you arent sure of the consequences of your action, but the result feels cheap as you are forced to choose something and potentially undermine hours from your campaign due to what might as well be a roll of the die, novel concept, but it is jsut that, novel. A more effective use of the ui is the action scene when the detective loses her cool and is orderd to shoot the suspect, your field of vision is clouded by multiples shoot button promts with just a few of them telling you to resist and keep your calm, this allows the player to both feel the stress in the character's head and also make an informative decision that doesnt feel cheap.<br><br>Chapter 7- The Fallout franchise is one the prestige franchises in gaming and Fallout 3 was one of the games responsible for making Bethesda a AAA studio of worldwide recognition. The game is an open world RPG that explores a post-nuclear wasteland as your character struggles to survive against a wave of animosity around you. The game's controls are fairly basic and are taught in a usual tutorial, this would normally be a very primitive thing and would create a sense of formality between the player and the game, but the controls aren't what the game isn't about and don't represent it's most important mechanic, decision making. Right after the tutorial you have to live your life as a child going through normal children business, but during the whole process you have to make decision which have immediate repercussions, this isn't told to the player, but by putting him in a controlled environment you have taught him the soul of the whole game and the player won't feel cheated when his actions are shown to have consequences. The freedom within the dialogue allows for a different player experience towards typical RPG tropes. The author tells the tale of when he needed to rescue a boy from a cult of vampires, but when given the option to talk to their leader he was fascinated and that sparked a feeling of curiosity. In most RPGs enemies serve the purpose of an obstacle that needs to be crushed, there isn't much intrigue in the player's side as to what a goblin does for a living or why does it feel compelled to attack strangers. This didn't necessarily change the outcome, a vampire is still evil and in need to be slain, but that change in the perception makes so the player thinks twice before engaging in traditionally mundane actions like combat, suddenly he is living in a real world and not going through an obstacle course.<br><br>Chapter 8 - The Uncharted franchise is famous for its tight visuals and cliché, but nonetheless well-executed story sequences. Uncharted was always a reminder that linearity can have it's values that even the act of going through a hallway can be complex and far from binary. I also need to give props to Naughty Dog's amazing animation studio, making every scene feel powerful, personal and natural. The author points out how naughty dog uses carefully crafted in-game cutscenes, scenes where the player loses control of the character, but the action uses in-game assets so it doesn't feel like a movie, to create impact and tension within the scene, but without the player knowing how automated the whole thing is. Such an example is how Nate would climb through the wreckage of a train and the whole train starts crumbling down, the player doesn't have any input during this section, but because of it last just 2 second and it is usually followed by a button prompt from a famous Quick time event it feels engaging nonetheless. From a storytelling standpoint, starting with a later scene would be a novel concept, but with Uncharted it created an instantaneous sense of curiosity and wonder about how Nate ended up in this situation, it can also be used as a means of deception making us think this is near the end of the adventure, but it is a recent event, either way, it works as a means to grab the attention of the player and make him question the scene throughout the whole experience.<br>The game's second chapter also displays a lot of interactions between story and gameplay. Before starting the mission Nate says that he doesn't want to kill people and doesn't want guns involved, this tells the player about Nate as a character and the nature of this mission, as it incentivizes stealth over running and gunning. The devs went so far as to show the guard that Nathan throws off the cliff to have reached water and swum to safety. This use of the beautifully crafted dialogue to teach the player of how to approach gameplay without immersion breaking tutorials is most impressive. <br>An impressive story moment is when Drake is separated from his friends and has to traverse some puzzles on his own. During the whole game, he always had a companion by his side giving him tips, so this acts as a sort of rite of passage as the player should be also finally starting to master the game's fundamentals and is now ready for bigger challenges. That bigger challenge comes in the form of the iconic train sequence, which is the longest combat sequence in the game and has the player having to platform while fighting and also paying attention to what is in front of him, what is to the sides, what is tot he back and the very environment itself. It is a dynamic and thrilling test of how far you have come and how capable you are with the game mechanics. After this action scene, Drake finds himself in a Tibetan village and has an opportunity to interact with some of the villagers. During this sequence, the punch button turns into an interact button which allows the player to handshake and wave at the villagers. This isn't just to prevent players from punching the villagers and breaking the immersion but to encourage experimentation and show them the possibilities when interacting with the game world. The villager that rescued you, Tenzin is made to connect with the player in a narrative and gameplay standpoint. He doesn't speak the same language as Drake so there would be a barrier in between their bonding, but since he rescued you there is a narrative sense in why you would trust him. Furthermore, he actively helps you during the mountain climbing sequence, making him connect with you in a gameplay sense. There is a reason party members feel closer than NPCs, they help you, they have gameplay purpose and as a player you don't want to pose them, the same goes for Teizen.<br><br>Chapter 9 - Mass Effect is yet another tycoon of the gaming world and one that hits close to heart since it is one of my favorite gaming franchises. The 3rd person shooter space opera RPG consists of the player character, Commander Shepard has to unite a galaxy in order to save all of intelligent life from the sinister Reapers. Mass Effect puts a twist into how we explore games, usually exploring is related to a wide open field where we can go anywhere and find enemies and treasure, but in Mass effect, exploration is done by simply being curious of your surrounding. When discovering a new culture or historic event you get access to more details in an encyclopedic menu called the codex, furthermore having knowledge of this events can help you during gameplay as certain dialogue options will appear more clear to the player and help them make an informed decision. One example is how learning about the Quarian culture can help a lost female Quarian calm down after being accused of stealing during her pilgrimage.<br><br>Chapter 11 - I have always loved fighting games and street fighter is no exception. This chapter, though, seems to be a rant about the inaccessibility of fighting and how they fail to appeal to the mass market. While there is weight to this argument, I personally am not very convinced as I have had plenty of friends that suck at these games and still enjoy a friendly match, so this complaint is only valid to competitive play and in that case the game shouldn't need to be accessible, it should be hard to master the deep mechanics and timing of a fighting game. This first complaint is actually quite valid, the main menu UI design of Street Fighter IV, and also most of the other fighting games, is extremely hard to understand for a mass market. For you to understand what Arcade mode means you would have to know the tropes from the earliest days of fighting games and "versus mode" and "training mode" aren't much help either. Smash brothers implement a much more intuitive design that a lot of fighting games could learn from, the menus show just enough information as to not confuse the player and conveys it in such a way that even a newcomer can have an idea of how to navigate through it. Going further on this subject the author explains how a newcomer would instinctively go to training mode only to be met with a confusing mode where you train yourself, another thing that the game fails to teach you. The lack of assistance at this point is enough to make a player put the game down, they are literally stuck in the sea of menus.<br><br>Chapter 12 - Zelda is one of my favorite franchises and Majora's Mask, in particular, is within the top 5 due to its open progression and just fascinating mechanic of having a constant time limit looming over you at all times, making for some really dynamic gameplay. Majora's Mask makes a statement through design in its first minutes of gameplay by making the player feel familiar with the Ocarina of Time characters and control scheme only to immediately change everything and make the player adapt to a Deku scrub link trying to find a way to get his body back. This is a clear statement that also plays with the player's emotions and immediately evokes the sense of eerieness that Majora's bathes in and all without a single word. The use of reused assets, which were a time constraint, to bump up the anxiety was a genius move on their part as the players would freak out at the mere sight at some of this characters only for them to turn out to be practically completely different people. This idea of turning constraints into creativity is very important in an industry where you are always running out of time and you can never put as much as you would want in a game. The concept of a player being an agent and not a master of the game world is very interesting indeed because it makes the player have to exercise more cognitive functions and every decision is critical due to the ever-pressing time limit. Like when you turn off the minimap the player has to pay more attention to his surroundings, the player would have to pay more attention to the characters if they dictated the pace of time. One detail I failed to catch is the importance of the youth during the whole narrative and how every single dungeon has a character involved who has to cast aside his or hers naiveness and childish innocence in order to do what needs to be done, this is also present during the final hours of the game, where the town is empty and devoid of people aside from the dutiful guards and, surprisingly, the children who wish to see the final moments through with their own eyes and refuse to abandon their home.<br><br>Chapter 13 - I had heard of the Legacy of Kain franchise quite a bit as it seemed like one of the hidden gems of the PSX and PS2 era, but I never got a chance to play them myself. One design aspect the author points out about this game is how it doesn't savor the antagonist to the very end, throughout your journey you will have many encounters with the main antagonist, Kain, and this makes the relationship between the player and the antagonist that much stronger. It's not about just saving the world and beating the game, it's about a personal quest to beat he who has gotten the upper hand on your time and time again, not unlike what Pokémon did with its rival character, Gary. An interesting mechanic is the constant health drain when Kain is the material realm, this ties both narrative and gameplay in an effective manner since we have been told how vampire has a natural thirst for blood or souls in order to keep their bodies alive, but it's only when we experience it through a gameplay mechanic that we feel the ever-present urgency that these creatures have.<br><br>Chapter 14 - Toy Soldiers is a game that has never reached me, surprisingly so since it's a tower defense game, a genre I am really fond of. The introduction that the author gives to the game hits home immediately though, the memories of fighting fearsome battles in the realm of my imagination and of any object transforming into a military resource is all too familiar for me. If the game truly captures the imagination of a child playing war then it has my immediate interest.<br>The game goes the full length in order to transmit the message of this being a toy version of warfare and not just another wargame. It does that through visuals, like the surrounding being a normal home while the battlefield is just a toy model, soldiers being flung around by explosions in a cartoonish style and the base that you must defend being your toybox. This small visuals and design aspects are what is going to captivate the player the most, at least that is what intrigues me the most. The war genre of games is quite the saturated one, so this childish naive sense of wonder is what is going to set this game apart and above the rest.<br><br>Chapter 15 - I did hear about Siren a bit, not too much, but the name certainly ringed a few bells. What I heard though wasn't very positive, it's is a supposed hidden gem of the horror genre that has aged quite a lot of time and probably doesn't live up to the hype nowadays. From how the author describes the game it seems that it's a mix of both stealth and horror, but it also goes in a different direction than what is commonly associated with this genre. Most impressively is how it integrates puzzles into the gameplay, unlike something like Skyrim whose puzzles might as well be a completely different game compared to the core experience. Moving a block in order for a door to open isn't very fitting of a hack and slash, but unlocking a door by, let's say, protecting a statue while hacking and slashing is much more in tune with the core game. Siren does it in a very intelligent way as well, by requiring you to learn patterns and oddities about each monster you must then apply that knowledge on the fly in order to successfully sneak through them.<br>The game also employs horror by transmitting a sense of shock and unfamiliarity in many levels of play. There is a thematic unfamiliarity to a western audience that doesn't understand the folklore and tropes of Shinto mythology, but that is just a layer of scare on top of a mechanical unfamiliarity in the form of the constant deviations from usual horror games tropes, such as having to carefully study and plan your actions against the monsters instead of the usual high action run/fight. There is also a level design aspect to this shock as part of the puzzle is figuring out where to go to, which on top of being chased by a zombie and having to study and plan ahead in order to avoid the creature can be quite the stressful and horrifying situation.<br><br>Chapter 16 - The Way of the Samurai series is one which I have to know, but always had marked as just a standard adventure hack and slash but in a Japanese setting. The game's structure is quite interesting for a modern game, adapting a story that truly encourages replayability, but not like Mass Effect 2 where each playthrough can go for over 20 hours. Each playthrough the game shouldn't take over 2 hours and each one of them is going to feel quite different from each other. In that sense it resembles old-school design mentality, one example is Megaman X, which at first might take 3 or 4 hours to beat, but as you play and replay you can easily get it down to under 2. This is really smart design because most people when choosing between playing a new game and replaying an old one is going to choose the former, mostly because such a huge time sink for a repeated experience doesn't sound too engaging. <br><br>Chapter 17 - Back at the realm of the indie games and, more specifically, Limbo we get a detailed analysis in terms of aesthetics, gameplay, and narrative comparing very similar, but naturally distinct games, Limbo and The Misadventures of P.B. Winterbottom. During the visual analysis of Limbo, the author points out that to create a sense of unease the game constantly hides the character from you, making you have to guess and walk around in shadows as well as having sounds that "don't relate to any asset on screen" giving the feeling of an ever-looming danger. Limbo does suffer from a lack of direction in terms of level design, mostly in the department of obstacles that the player must overcome. These obstacles can be quite engaging like the spider, but there are more classic mechanical puzzles which don't make any thematic sense in the game. No matter what your interpretation of the game's story is, the way puzzles are implemented doesn't make sense, it's like having a Dynasty Warriors thematic game where you advance by playing Tetris, but this isn't acknowledged anywhere throughout the game. The game used in comparison also employs puzzles, but they have ludic and narrative sense, the game establishes an obstacle course to get to the pie, so you must get, but furthermore, it later reveals that by completing the puzzles you are helping the town's problems, so it feels whole and complete.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-04-26 02:04:09 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255485128</guid>
      </item>
      <item>
         <title>How to make a Drum</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255847444</link>
         <description><![CDATA[<div>When thinking of an instrument I thought about what kind of music that I usually hear and which sounds that get me the most. I ended up choosing the drum, as it's heavy beat is incredibly powerful and can be used for heavy impact and powerful clashes that would be incredibly fun to animate, mostly because I love fight scenes and choreography as it fully utilizes the visual medium by using sound, camera movement, composition, timing and color palette.</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=8AHHF8Fk7V0" />
         <pubDate>2018-04-26 22:13:49 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255847444</guid>
      </item>
      <item>
         <title>What I find interesting in the varied visual representations of sounds</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255858121</link>
         <description><![CDATA[<div>1- Nouvelle Vague, Jess Ramsay <br><br>After researching visual interpretations of sounds I noticed a pattern that most representations fall into, the idea of sound waves. The sound is a mechanical wave with flows through a medium and can be perceived by animals through organs which interpret the vibration in the air as a certain stimulus. This sound waves, like other waves, can be represented with a chart which describes the aspects of the wave, such as length, height, and frequency, mostly to help with scientific studies on the subject. <br><br>This, from what I researched, is where a lot of artistic representations of a sound stop. Using this specific piece as an example, though it looks very interesting and abstract it is still undeniably inspired by the scientific representation of sound waves, evidenced by the strings going in a zig-zag motion, though the use of straight lines instead of curved ones is a nice break from the mold. The point here is that, though our current representation of sound waves is accurate, our perception and sense of synesthesia can produce much more abstract or even construct visuals of sounds. Things like the passion in each other's voice being represented by a color, or a smell. In the piece here we know this is a recording from a telephone conversation between two friends, but aside from knowing the sound intensity of every moment in the conversation, we know nothing of the way sound was expressed.<br><br>Picture -<a href="http://www.jessramsay.com/work/nouvellevague.html">http://www.jessramsay.com/work/nouvellevague.html</a><br><br><a href="https://www.sciencealert.com/images/articles/processed/sound-waves_1024.jpg">https://www.sciencealert.com/images/articles/processed/sound-waves_1024.jpg</a><br><br>2- Just shapes and beats<br><br>Just shapes and beats is an indie title that tries to bring the ever so popular "bullet hell" genre to a new generation. The concept is very simple, the levels are constructed entirely with geometrical shapes, such as squares, circles, and rectangles, that appear to act as an obstacle to the player while in the beat of the music. The aggressiveness of the music is adapted through the use of color and composition, the music is supposed to feel overwhelming and suffocating and they translated it with the enemy shapes eclipsing the players in terms of scale. It's also nice how the rumble on screen gives a certain power to the beat.<br><br>Most impressively, however, is the level design and how the placement of the shapes visualizes the music in an interactive form. If you have the reflexes to survive the barrage of shapes you will find yourself visualizing the music through your player character. The player has 2 commands, move in any direction and dash towards a direction, this dashing has a very small beat to it and because of the way the obstacles are placed a player can, and most likely will, time their dashes with the beat of the music. Faster beats will lead to a constant string of dashes while more calm parts will either be slower or omit it entirely. <br><br>It's also a nice middle ground between the abstract and the literal, being very recognizable shapes which clearly are stand-ins for spaceships and lasers, but they never go full illustration and maintain to the title of "Just Shapes and Beats". The minimalistic approach to converting a complex instrument to a square, let's say is very quite interesting because it gives a strong visual without implying context and allows for the further development of this purely musical fragment.<br><br><a href="https://www.youtube.com/watch?v=IhBuYNSfMJo">https://www.youtube.com/watch?v=IhBuYNSfMJo</a><br><br><a href="https://www.nintendo.com/en_CA/games/detail/just-shapes-and-beats-switch">https://www.nintendo.com/en_CA/games/detail/just-shapes-and-beats-switch</a><br><br>BERZERK STUDIO. (2018) Just Shapes &amp; Beats. [DIGITAL] Windows PC. North Amercia: Berzerk Studio.<br><br>3 - Xenoblade Chronicles - Main Theme<br><br>The most simple and minimalistic of the pieces presented but by far the one with the most impact on it. The concept is very simple, a lonely blade, which represents the entire game and, by essence, this entire song, left on an open field of boundless green, shy only to the endless the sky above it, a sorrowful tale put together by a blade said to wield powers akin to that of the very gods that created this world. As the blade stays there we see the passage of time, with the wind carrying the clouds through the calm blue sky and affecting the very grass under it with force and grace. As the music picks up we see the blue sky disappear as the red-hot Sun starts to set, only being held back by the few remaining clouds. As this clouds fade away we get to a crescendo of all instruments before the sun finally set and we go back to the calm and nostalgic strings from the beginning as the deep night settles. Only then, as the sound fades and the story begins anew can we see the faint glow of the sword, a faint sign of life and resistance. <br><br>The song itself has it's own adventure, the instruments are characters in a play and the beats are moments. A lonely instrument trying to find himself and as other instruments join the group they clash until finally finding harmony in a triumphant finish is one of the many interpretations of said story. However, this use of visual gives a physical shape so the beats and instruments can really be thematic and metaphorical. The epic orchestra along with the everyday sky, showing the struggle that is living and the battles we go through every day; the lone instrument that starts and ends the music as the cycle repeats itself; The instrument at the start was lost and sorrowful, like the lonely blade in an open field, but at the end it is confident and fulfilled, represented by the faint glow. Through the harmonic use of visuals and sound, this short and minimalistic clip tells 1000 stories and truly reaches out to the person's soul, inviting them to come to this brave yet treacherous world of Xenoblade Chronicles.<br><br><a href="https://www.youtube.com/watch?v=wgPcl1WJ98Y">https://www.youtube.com/watch?v=wgPcl1WJ98Y</a> - Clip<br><br>MONOLITH SOFT. (2010) Xenoblade Chronicles. [DISC] Nintendo Wii. North Amercia: Nintendo.</div>]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/ce5d3fce15d11e7b19bb5d5363cadb0a/7_night.jpg" />
         <pubDate>2018-04-26 23:50:17 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255858121</guid>
      </item>
      <item>
         <title>Xenoblade Chronicles Theme</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255860315</link>
         <description><![CDATA[<div>The most simple and minimalistic of the pieces presented but by far the one with the most impact on it. The concept is very simple, a lonely blade, which represents the entire game and, by essence, this entire song, left on an open field of boundless green, shy only to the endless the sky above it, a sorrowful tale put together by a blade said to wield powers akin to that of the very gods that created this world. As the blade stays there we see the passage of time, with the wind carrying the clouds through the calm blue sky and affecting the very grass under it with force and grace. As the music picks up we see the blue sky disappear as the red-hot Sun starts to set, only being held back by the few remaining clouds. As this clouds fade away we get to a crescendo of all instruments before the sun finally set and we going back to the calm and nostalgic strings from the beginning as the deep night settles. Only then, as the sound fades and the story begins anew can we see the faint glow of the sword, a faint sign of life and resistance. <br><br>The song itself can be used a storyboard for the whole adventure, a lonely instrument trying to find himself and as other instruments join the group they clash until finally finding harmony in a triumphant finish. However, the use of visual gives a physical shape so the beats and instruments can really represent the themes of the game. The epic orchestra along with the everyday sky, showing the struggle that is living and the battles we go through every day; the lone instrument that starts and ends the music as the cycle repeats itself, "I am Monado, I have been here since the beginning and I will declare the end". Through the harmonic use of visuals and sound, this short and minimalistic clip tells 1000 stories and truly reaches out to the person's soul, inviting them to come to this brave yet treacherous world of Xenoblade Chronicles.<br><br></div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=wgPcl1WJ98Y" />
         <pubDate>2018-04-27 00:10:19 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255860315</guid>
      </item>
      <item>
         <title>Gundam Thunderbolt</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255861963</link>
         <description><![CDATA[<div>Gundam Thunderbolt: December Sky is a story about war and the role of music in it. This one hour long animation depicts the struggle between two forces in a small sector of a much bigger war. It doesn't try to tell a tale of one side rising up and winning, but instead it makes a commentary about the suffering that comes when you are willing to kill and to be killed.&nbsp;<br><br>In the story, pilots would usually play music to damp the sounds of the mechanical parts and from the gunfire, as it could drive a person mad. It's an escape, a way to dream and cover your eyes from the reality that is ahead of you, the people you kill and all that you lost. The visuals use this musical aspect to it's fullest in almost every scene, but this scene in particular is especially stunning.<br><br>We start with Daryl, one of the main characters which lost his legs and, due to that, was sent to the space where he could fight better, test driving a new technologies which uses the cyber prostetics enhance both the precision and reaction speed of a Mobile Suit, giant robots with pilots inside of them. During this few moments Daryl is able to feel like he can walk again, not with a prostetic, but the full experience of using his legs. That dazes him at the start, so he turns on his distinct mellow mix of blues and pop before advancing into further testing. The song is hard to hear at the start, being overpowered by the heavy steps from the machinery, but as he remember the feelings of walking of being free the music is finally able to set itself free. The music than accompanies&nbsp; his journey and as his life progresses it keeps getting louder, battling against the sounds of gunshots and the cries of agony, the scene shifts from the war to him running free as child constantly in an endless waltz. That is until the test is over and the researchers turn of the machine, the music suddenly stops, Daryl is being violently pulled back into the war and the music goes back to it's shy and robotic tune from the start as Daryl's tears float in the cabin of the cold machine.&nbsp;</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=p-io4oo646Q" />
         <pubDate>2018-04-27 00:22:55 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255861963</guid>
      </item>
      <item>
         <title>L.A. Noire</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255865727</link>
         <description><![CDATA[<div>This menu is the culmination of an entire era most predominantly depicted by it's music. The calm jazz that flourished through the streets of the United States during the 40s and 50s is emulated through this tune, which is then represented visually by this&nbsp; menu. There are two parts to this piece, before you press any button you have a classic hotel lights spelling out the name of the game, the music is soft and the flickering lights match up with beat. This is really sets an immediate tone and gives a more physical presence to the melody and context of the song. When any button is presed we go to the second act, the song shifts to a faster and more somber piece, the scenery shifts along with it, depicting a black and white street with big shadows that extend through the whole screen. In this dark street is where the true side of L.A lied and this is reflected by the song only reaching it's climax when the player comes out of the well lit areas and into the somber night.</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=8OcLvrbQzsY" />
         <pubDate>2018-04-27 00:53:48 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255865727</guid>
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      <item>
         <title>Mirror&#39;s Edge Menu</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255866400</link>
         <description><![CDATA[<div>This complex song that uses real instruments and synthetic sounds in contrast and direct oposition, not in a harmonic way, but a combatative way to create a sense of eerinessand unease. The song has lots of moments that build up to nothing, as if it was being hold back and oppressed. The non harmonization of instruments also gives a sense of oppression, that something is being battled. This is expressed by a uncanny cityscape of endless white. The building all feel static and both the sea and sky feel empty, this, ironically, gives a feeling of sufocation and claustrophobia, not because of the endless freedom, but because you feel the oppression holding the color. However, the music, though oppresed, still has an urge to fight to try and jump and this is expressed through graphic design  in the form of the menus. The typography itself is neat and clean, which is odd, but it's a limitation of the medium, this is supposed to be a game after all, but the countour and the composition of the shot with the other constantly moving red lines show a clear sign of movemente and rebelion in this otherwise static world. </div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=i9Ky40VCg7M" />
         <pubDate>2018-04-27 00:57:12 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/255866400</guid>
      </item>
      <item>
         <title>How drums work</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/256357503</link>
         <description><![CDATA[<div>" Drums consist of at least one membrane, called a drumhead or drum skin, that is stretched over a shell and struck, either directly with the player's hands, or with a drum stick, to produce sound".<br><br>The essence of a drum is very simple, but it's very important to understand the properties of the drumhead, as diferent materials cause different vibration and, therefore, sounds when struck with a drum stick. It's also important to leave some open space under the drum so the sound will have more space to spread, making the sound louder.</div>]]></description>
         <enclosure url="https://en.wikipedia.org/wiki/Drum" />
         <pubDate>2018-04-29 23:46:10 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/256357503</guid>
      </item>
      <item>
         <title>Khan Academy Animation Course</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/258316188</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://pt.khanacademy.org/partner-content/pixar/animate/ball/a/start-here-animation" />
         <pubDate>2018-05-06 16:19:28 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/258316188</guid>
      </item>
      <item>
         <title>Manual do Mundo</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/259020511</link>
         <description><![CDATA[<div>This guide was meant to help me produce a colored smoke which would interact with my instrument, so every time the instrument was played there would be a practical visual effect of green smoke comming out of it. After making the mixture and letting it dry for 2 days, however, the results were quite dissapointing, while the video shows a smooth and thin powder like material, my results were much rougher and heavier, making it look more like sand than a smoke when hit with sufficient force. The reason behind this could be attributed to &nbsp;</div>]]></description>
         <enclosure url="https://youtu.be/DoTuDTCJBmc" />
         <pubDate>2018-05-08 17:40:41 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/259020511</guid>
      </item>
      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/260002069</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.artstation.com/" />
         <pubDate>2018-05-11 16:12:00 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/260002069</guid>
      </item>
      <item>
         <title>Sync to the beat of the music</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/260185611</link>
         <description><![CDATA[<div>After experiementing with after effects I see that my speculation was right, syncing the image with the whole sound is just too chaotic and there is way too much shakiness. The solution was pretty easy, though, I had the instuments mapped to different channels and simply synced the scale of the image to the intensity of an especific instrument, giving the whole thing a lot more consistency. The instrument I synced was the drum since it has the most calm and consistent beat and the results were really good, though I might have to adjust the size through coding since there are a few silent moments which look very weird in the grand scheme of things.</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=u3Bxvn-bnLY" />
         <pubDate>2018-05-13 03:03:56 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/260185611</guid>
      </item>
      <item>
         <title>Geometry Dash</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/260280678</link>
         <description><![CDATA[<div>Very much like Just Shapes &amp; Beats this is a rythym game which also incorporate mechanics from other genres. While Just Shapes &amp; Beats has aspects of a Shoot-'em-up, Geometry Dash has elements of 2D Plataformers. The jumps, colors, sprites all work together to form a visual identity to the eletronic song, using very sharp geometry and level design as well as bright and charming neon colors. The reaction and intensity of the levels are essencial for the visual representation as it makes the player pay attention to every aspect of the level design and, conversely, to the song in order to stay in the game.</div>]]></description>
         <enclosure url="http://geometrydashfree.com/" />
         <pubDate>2018-05-13 22:32:11 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/260280678</guid>
      </item>
      <item>
         <title>4k video guide</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/261444577</link>
         <description><![CDATA[<div>This simple tutorial helps to config the VLC player in order to play 4K videos smoothly. Although straightforward this goes to show that when working in very high resolution there is a lot of set up and PC specs knowledge in order for the product to even be watchable without laggin or skipping frames.</div>]]></description>
         <enclosure url="https://youtu.be/30FkFt1R1xk" />
         <pubDate>2018-05-17 03:12:19 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/261444577</guid>
      </item>
      <item>
         <title>Valkyria Chronicles Artsyle</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262201561</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://kotaku.com/5827592/the-sexy-scribbly-art-of-valkyria-chronicles/" />
         <pubDate>2018-05-20 19:05:22 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262201561</guid>
      </item>
      <item>
         <title>Examples of scenography</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262201780</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://giphy.com/explore/scenography" />
         <pubDate>2018-05-20 19:07:56 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262201780</guid>
      </item>
      <item>
         <title>More examples of sceneography</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262210616</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.theguardian.com/stage/gallery/2011/may/22/set-theatre-design-in-pictures" />
         <pubDate>2018-05-20 20:57:36 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262210616</guid>
      </item>
      <item>
         <title>Daniel&#39;s Lecture</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262347094</link>
         <description><![CDATA[<div>We are going to make a performance along with a scenography, but not in a 1:1 scale, we are going to work with small models. There is no need to be an actor like performance, you can work with sillouetes, paintings, drawings, etc... There can also be a conceptual performance that focus more on a concept than in expression. The background is part of the story and a graphic element, it is not meant to be a decoration or just a compliment, it must tell a story on it's own. There is also no need to be literal, you can be abstract and work with geometric shapes and figures. Your scenario can be kinectic, it can have movement and action and it should use design tecniques like composition and negative space. Even literal spaces can be creative through the use of color and composition as well as just making it more graphic. With collage you can make a clasb of scales that challenges the visual conception of certain objects and also makes the scenery more interesting as the viewer now needs to pay attention in order to understand it's structure. In terms of drawing you cnan use different styles and play with the very material of the paper as a part of the scenery, drawing very hand free drawings in a milimetric paper is ironic and has some meaning to it. Having many ideas as to how to represent feelings and qualities is extremely important in order to avoid the obvious and the too literal.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-05-21 13:15:02 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262347094</guid>
      </item>
      <item>
         <title>Early animation era</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262462146</link>
         <description><![CDATA[<div>One fact I noticed by watching really old animation is how well lit the scenes are, because of the limited color palette they have to play around with grayscale and really make those solid blacks count. the points that are of said solid black will be caught by the audience immediatly, often being the most important items on the scene, while other objects in the scene use white or very light grey to give a better contrast with the black.</div>]]></description>
         <enclosure url="https://youtu.be/qBRAIlkl6hg" />
         <pubDate>2018-05-21 18:12:51 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/262462146</guid>
      </item>
      <item>
         <title>Performing Workshop</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263378987</link>
         <description><![CDATA[<div>During this time we got to see how performing and costume design works on a professional level as well as how deep this process can be. By far the part that surprised and helped me the most was the one about research and learning every single detail about your performace. Thinking about the way you walk and why do you walk that way, how would you walk if you were taller, if you were angrier, which expressions would you make, this are all thoughts which we must think through deeply when performing as a character. In my case I have to embody the word "Brave" and I am using a lot of World War 1 soldiers as well as knights for reference, but aside from costume I must think of walk cycles, patterns of movement, how dk the shoulders move, where are the eyes usually pointed towards, what makes knights and soldiers brave figures? Moreover, there is also the matter of costume design, as a lot of good costumes arent all that noticable, "good design is invisable. How a family dresses to a casual dinner, how would a teenager dress to the mall, these are mundane questions and situations, but that require a lot of research for a tv production. Furthermore it is also important to give costumes a touch that wont make them feel like costumes, when clothes are too neat, too clean, they feel awkward and steal the scene. It is always important to think about wear and tear and how to purposely add inconsistencies and damage to clothing in order to make them looks less like a prop.<br><br>As useful as that was, however, I did had a hard time understanding the performance workshop. The point of it all was for us to try and completly go into character, remeber that it is not us on the screen, it's the character. This is an interesting proposal, but the methods were quite puzzling, especifically the part where we had to walk in many different ways and eventually walk like an animal which represented our quality. This was not only very weird, but very intense for a usually calm and shy person like me as well. I understand that perfoming requires me to lose these qualities when on stage, but I dont have that kind of problem when I am performing, I have them when I am in a usually professional environment in which I was trained to keep a very calm and collected persona however. What I am trying to say is that these methods could, perhaps, be more effective under different circumstances, but in this one it didnt help me much with performing.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-05-24 15:03:28 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263378987</guid>
      </item>
      <item>
         <title>GIF Workshop</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263379207</link>
         <description><![CDATA[<div>At first I thought that making a project around a GIF is quite silly due to it's low quality, but now I undurstand that it's low quality and easily reproducibility that makes the very essence of a GIF. An analogy that came to mind is that a GIF is like a digital Zine, since both have focus on low polished work that really allow the artist to express himself while not at a big risk. When it comes to making a GIF I already knew the basics, so you can use either an online software, though that is really cheap quality with not much room for editing, you can use After Effects, which is really intuitive, but it's more used and adapted to movies and at last there is photoshop, which seems to be the prefered method, but one that I seriously doubt in terms of usefulnes. It works in terms of end result and it is nice to easily be able to edit frame by frame, but it's clear that the software wasnt made to be used for that primarily, every bit of editing is faster and smoother in after effects or premier. The part that really helped out, though is the many ways in which to apply a green screened footage, so applying the keylight effect in order to remove the green and have only the object that you want, than applying the feather to smoothe out the edges from the keylight and, lastly, saving that as RGB + Alpha, which allows the footage to be important with a transperant background.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-05-24 15:04:08 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263379207</guid>
      </item>
      <item>
         <title>Knightly Look</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263380294</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://www.modelers-g.jp/modules/myalbum/photo.php?lid=32279" />
         <pubDate>2018-05-24 15:07:05 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263380294</guid>
      </item>
      <item>
         <title>Extravagant Knight</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263381833</link>
         <description><![CDATA[<div>The first few ideas involved a lot of armor and crests, similar to knights represented in fiction, but I remembered Michael's comment about how bravery can sometimes be better represented with less armor in a dire situation, as it shows confidence and courage.</div>]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/3162b5884737b9c14490c25ee1e9e113/0d7902530ef95f7f7bf178e6b6f71c13.jpg" />
         <pubDate>2018-05-24 15:11:15 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263381833</guid>
      </item>
      <item>
         <title>World War 1 French Soldier</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263381957</link>
         <description><![CDATA[<div>Unlike the more modern warfare which uses uniforms and armor that is especifically tailored to help the soldier survive in battle, world war 1 had a lot of very extravagant colors that didnt exactly blend in with the environment but gave an immediate sense of confidence and pride.  The uniform wasnt a mere tool of the soldier, it was a physical representation of their ideals and what they stood for</div>]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/66c06c605d29440f2d69d33aac3ca5cb/main_qimg_ac39dede38b178c58cb2e67ac96358b7_c.jpeg" />
         <pubDate>2018-05-24 15:11:40 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263381957</guid>
      </item>
      <item>
         <title>Photography Induction</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263419133</link>
         <description><![CDATA[<div>The lens should be lined up with a leg of the tripod. There is no recipe for lighting and photography, you gotta feel the scene and test out different tools for a case by case basis. The light difusers help to smoothe out the shadows, which is especially helpful when Chromakeying, since you wont have to work as much to remove the shadows in post production. Photometer, a tool used to know just how much light is needed for a given scene and what are the recomended camera settings for the current lighting level</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-05-24 16:55:54 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263419133</guid>
      </item>
      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263485365</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/d8e77273a22a588733165b98d0cc3242/download.png" />
         <pubDate>2018-05-24 20:58:18 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/263485365</guid>
      </item>
      <item>
         <title>Adriano Costa and Jac Leirner</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266217372</link>
         <description><![CDATA[<div> In the morning we visited 2 galleries displaying a collection of 3D objects, that would normally be very useful for our current project since leaning 3D in real life helps with digital 3D a lot, but the pieces that were presented had such a confusing meaning and display that it was hard grasp any kind of application. A few examples are: a part of a car which was damaged, a wall of with a bunch of thrown away objects and a bunch of artistic tools near a wheel. This is a knock on modern art, there is certain value and meaning to it, no doubts about it, but the application of it into our fairly straight forward project is foggy to say the least. The proposal was clear, create a physical and digital 3D object to represent the idea of movement, be it with a moving object or a still object that incorporates the idea of movement. This part of the brief is entirely interesting on it's own, there is no need for social or political commentary to make it more challenging or interesting and yet those were the references we were given.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-08 01:26:19 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266217372</guid>
      </item>
      <item>
         <title>Martin Creed</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266219344</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=F2l_TpR151E" />
         <pubDate>2018-06-08 01:49:01 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266219344</guid>
      </item>
      <item>
         <title>Photogrammetry workshop</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266219386</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.autodesk.com/solutions/photogrammetry-software" />
         <pubDate>2018-06-08 01:49:34 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266219386</guid>
      </item>
      <item>
         <title>Fire modeling</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266232396</link>
         <description><![CDATA[<div>When thinking of possible materials I immediatly thought of a tutorial on how to make the costume of a fire based super hero, in the tutorial the guy uses painted EVA in a gradient cut out in various flames shapes in order to make it look like there is fire coming out of the costume. Though EVA is a nice product it is both more expensive as well as harder to work with than just regular colored paper, there is also the aspect that if I were coloring it would have been better to use an eva, but since I am using preset colors it is not worth the trouble. This video is very useful for analysing how to cut out flame shapes, since flames are usually unstable and unpredictable, making it quite hard to understand just how they work and move</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=kBGoxjF17uA&amp;t=522s" />
         <pubDate>2018-06-08 04:13:42 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266232396</guid>
      </item>
      <item>
         <title>Fire on after effects</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266828591</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=qWjlPVDxwPo" />
         <pubDate>2018-06-12 14:17:29 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266828591</guid>
      </item>
      <item>
         <title>Fire on after effects 2</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266828650</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=I7TdqrB6N7w" />
         <pubDate>2018-06-12 14:17:46 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266828650</guid>
      </item>
      <item>
         <title>Deep Space Mathematics</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266869919</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://daata-editions.com/art/web/deep-space-mathematics-the-transfer-of-knowledge-2" />
         <pubDate>2018-06-12 17:24:38 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266869919</guid>
      </item>
      <item>
         <title>Andrea Rehder</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266879007</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/587f8332eb193b07081de4620f625eea/0132039001528137567_0_1200x832.jpg" />
         <pubDate>2018-06-12 18:14:45 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/266879007</guid>
      </item>
      <item>
         <title>Roman Signer</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/267217138</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=_7y2Ajh6Hvw" />
         <pubDate>2018-06-14 14:08:22 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/267217138</guid>
      </item>
      <item>
         <title>One Punch Man - Original inspiration</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/267229062</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=atxYe-nOa9w" />
         <pubDate>2018-06-14 15:04:05 UTC</pubDate>
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      </item>
      <item>
         <title>Fire risk assessement</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/267528989</link>
         <description><![CDATA[<div>When dealing with a material as dangerous as fire there needs to be some risk assessements, first things first I need to understand the scale of the fire, I only want it to be big and dense enough to stand out near the glove, so there is no need to do a bonfire. Along with that it is important to make sure that I am very much accompanied in case something goes wrong and there is a need for first aid help,  this was quickly solved since most of my peers wanted to make sure I was doing this safely. The place where the act is being commited is also very important and any kind of indoors fire could be very dangerous due to it generating smoke and ash, so we needed an open area that was also very clear of material succeptible to combustion, the EBAC rooftop fit all of the above criterias and also had the upside of being very windy, which would make the fire flow in a certain direction, a factor that we used during the filming of the burning. The last two steps is to understand how I am going light the fire and how I am going to put it out, a match or lighter should have been enough to start the fire, but for a more even spread we decided to throw in some alchool as well, we went with alchool in a gel state rather than a more liquid one as if it sprinked near someone it could be disasterous, gel was more sticky and easy to manipulate. We also brought a bucket of water to throw the glove in case the fire started getting too wild, so we had an easy way to put it out. The most dangerous part of the whole thing is that I would be holding the glove by the stand while it catches on fire, so if the fire were to burn the stand my hands could suffer some damage, however due to it being a solid chunk of woord it would conduct much heat nor would it actually burn, but we decided to soak part of it just in case.</div>]]></description>
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         <pubDate>2018-06-17 23:23:26 UTC</pubDate>
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      <item>
         <title>Final Product</title>
         <author>otavio_neves</author>
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         <pubDate>2018-06-18 18:09:54 UTC</pubDate>
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      <item>
         <title>Final Product</title>
         <author>otavio_neves</author>
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         <pubDate>2018-06-18 18:10:13 UTC</pubDate>
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         <pubDate>2018-06-18 18:39:15 UTC</pubDate>
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         <title></title>
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         <title></title>
         <author>otavio_neves</author>
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         <title></title>
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         <title></title>
         <author>otavio_neves</author>
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         <title></title>
         <author>otavio_neves</author>
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         <pubDate>2018-06-18 18:39:52 UTC</pubDate>
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      <item>
         <title></title>
         <author>otavio_neves</author>
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      <item>
         <title></title>
         <author>otavio_neves</author>
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         <pubDate>2018-06-18 18:39:53 UTC</pubDate>
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      </item>
      <item>
         <title>Outcomes Showreel</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/267673025</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://vimeo.com/275690062" />
         <pubDate>2018-06-18 18:42:21 UTC</pubDate>
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      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/267682613</link>
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         <pubDate>2018-06-18 20:14:49 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/267682613</guid>
      </item>
      <item>
         <title>BA(Hons) 3D Games Art and Design</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268010816</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://vimeo.com/193920102" />
         <pubDate>2018-06-20 21:50:19 UTC</pubDate>
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      </item>
      <item>
         <title>The Five Obstructions</title>
         <author>otavio_neves</author>
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         <description><![CDATA[]]></description>
         <enclosure url="https://en.wikipedia.org/wiki/The_Five_Obstructions" />
         <pubDate>2018-06-20 23:28:11 UTC</pubDate>
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      </item>
      <item>
         <title>John Baldessari: Cremation Project</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268016869</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://blog.yalebooks.com/2012/07/24/the-making-of-john-baldessaris-cremation-project/" />
         <pubDate>2018-06-20 23:28:50 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268016869</guid>
      </item>
      <item>
         <title>Susan Hiller: Painting Blocks</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017022</link>
         <description><![CDATA[<div>Susan's work is the definition of repurposing work in order to give a different meaning. In her Painting Blocks exposition she gather art leftovers and tranforms them into 3D sculptures and objects. This includes, but not limited to rests of paintings, painting materials, ashes and other discarted materials.  This not only serves as a reflection piece about the use of art after it's time of use at an exposition, but it also shows that the materiality of the art piece itself is something that is everlasting and even if the piece lost it's meaning the materials themselves can be repurposed for any sort of work.</div>]]></description>
         <enclosure url="https://www.lissongallery.com/exhibitions/susan-hiller" />
         <pubDate>2018-06-20 23:30:30 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017022</guid>
      </item>
      <item>
         <title>On Longing; Narratives of the Miniature, the Gigantic, the Souvenir, theCollection</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017149</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2018-06-20 23:31:15 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017149</guid>
      </item>
      <item>
         <title>The Doors of Perception: Vision and Innovation in Alternative Processes</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017244</link>
         <description><![CDATA[<div>This series of works served as a memento of the old days of photography and how the classic and more manual photography technique can alter the perception of the work. This is very interesting in the context of photography, since that is suposed to be the ultimate reality recorder, going even further than ultra realistic paintings and yet we see time and time again that different cameras, lenses, papers and  just photography tools in general can create completly different perspectives on the same work. </div>]]></description>
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         <pubDate>2018-06-20 23:32:20 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017244</guid>
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      <item>
         <title>History Will Repeat Itself</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017313</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://en.inkearns.de/files/2011/05/HWRI-Arns-Kat-2007-engl.pdf" />
         <pubDate>2018-06-20 23:33:09 UTC</pubDate>
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      </item>
      <item>
         <title>Cornelia Parker on five works and the pieces that inspired them</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017351</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-06-20 23:33:42 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017351</guid>
      </item>
      <item>
         <title>Report: The Artist Remake</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017512</link>
         <description><![CDATA[<div>In this report from the Map magazine there is a question posed about the essence of remaking your work. One thing that is interesting is that the value of a remade work should be on the passage of time and reflection itself, not due to the work being lost or damaged, there also needs to be an awareness not to simply replicate your work and try to artificially expose it to the same condicions of the past. One example is a work of an artist recording her saying "Good Morning" and "Good night" and then later reamking the work when she is olde, the results are uncanny as her posture, manner of speech and voice are all changed, she let time take it's effect and change the meaning of the piece instead of trying to replicate the results of old.<br>A remake should show change, it should show how the artist has mutated and evolved over a period of time, should the piece stay the same it only shows stagnation and redundancy. </div>]]></description>
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         <pubDate>2018-06-20 23:35:22 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017512</guid>
      </item>
      <item>
         <title>Conflitos: fotografia e violência política no Brasil 1889-1964</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017655</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://ims.com.br/en/unidade/ims-paulista/" />
         <pubDate>2018-06-20 23:37:20 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017655</guid>
      </item>
      <item>
         <title>Simon Evans: Shopping Chão</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017705</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://www.artnet.com/galleries/fdag/simon-evans%E2%84%A2-shopping-chao/" />
         <pubDate>2018-06-20 23:37:50 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017705</guid>
      </item>
      <item>
         <title>Rayman Legends music levels</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017927</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=7m5YQrucis8" />
         <pubDate>2018-06-20 23:40:28 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268017927</guid>
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      <item>
         <title>Tap Batle: Fire Emblem Heroes</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268018242</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-06-20 23:43:46 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268018242</guid>
      </item>
      <item>
         <title>Persona 3: Dancing Moon Night - GAMEPLAY</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268018574</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=StHY49t8Bjk" />
         <pubDate>2018-06-20 23:48:11 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268018574</guid>
      </item>
      <item>
         <title>Persona 3: Dancing Moon Night - Menus</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268018631</link>
         <description><![CDATA[<div>Though this goes for any game, it's especially important for Rythym games, which build their gameplay routine on quick play sessions of one game or two, to have an extremely fast process of setting up the game and quickly starting a dance. Persona 3: Dancing in Moonlight is an example as to how good menuing keeps the rythym going after/before the dance. First of all there is a small quantity of them, you select the game mode, the dance and which partner/costume you want to play and while these choices play out you also get immediate visual and auditory feedback for your choices. When you hover over a certain song you immediatly get a small playback of said song with the characters now dancing to it, furthermore there is always a song playing, so you never feel like the game slowed down while in a menu(except for the victory screen, but that is to give a breathing time for the player and doesnt affect replayability in a negative way). The transitions from menu to menu are also equally impressive as they convey movement and momentum, making the very process of choosing which song you want to dance to feel dynamic.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-20 23:48:45 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268018631</guid>
      </item>
      <item>
         <title>Guitar Hero - Gameplay</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268020350</link>
         <description><![CDATA[<div>When it comes to the biggest hitter for the genre, Guitar Hero, however, there was a contradiction between how it was marketed and what made the design of the game fun. Guitar Hero was popular because people could feel like they were creating music and that music is the same as the one you hear on television or the radio, but what made Guitar Hero such a good game was the limitations on the music, because the developers couldnt aquire the rights to all the tracks they wanted they had to relly on covers and their own interpretation of the music which they could tune to fit a better level design for a guitar game. As the franchise grew in popularity, however, the developers were finally able to aquire the tracks that the fans were craving for and forgot just what made the tracks from the previous games so memorable, it is not how famous the songs are it is the level design.</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=Irr9-qf9164" />
         <pubDate>2018-06-21 00:08:15 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268020350</guid>
      </item>
      <item>
         <title>Xenoblade Chronicles X - Overdrive Mechanic</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268020619</link>
         <description><![CDATA[<div>Xenoblade Chronicles X is, by no means, a rythym game, music is an important atmospherical element, but it is hardly a theme of the game. There is, however, a mechanic that implements sounds and music really well called Overdrive. When a character enters overdrive the song with the same name starts playing and while the song is playing the player can do a ridiculous ammount of damage. In order to sustain the overdrive, however, you need to use your combat skills called arts in timing with music itself. Since this isnt the focus of the game there isnt different skills that work better on different parts of the music, but that would make this a forced gimmick instead of an interesting feature. Furthermore, if you are failing to maintain the overdrice the song will start blending in with the normal music and sound effect, working as an audio warning that your overdrive time is up</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=rMQ8-Rlx-9g" />
         <pubDate>2018-06-21 00:11:36 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268020619</guid>
      </item>
      <item>
         <title>Essay about the saturation of rythym games</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021108</link>
         <description><![CDATA[<div>This essay from 2010 starts off pretty dim by stating the increasing irrelevance of the rythym game genre, with it's heaviest hitters like Rock Band and Guitar Hero struggling to sell a fraction of what they did in the golden days when the genre was flouroshing. Contrary to simply blaiming this on the mainstream appeal diminishing or cultural tastes moving on he approaches the subject from a game design standpoint, the games are selling less because of the lowering quality in it's game design.<br><br>" In every other genre, the music is designed to be a reflection of the universe. In rhythm games, the music <strong>is</strong> the universe. The tempo, the pace, the structure <strong>become</strong> the level. Thus, that really awesome song on the radio isn’t guaranteed to be much fun."<br><br>One example of good design leading to increasing interest in rythym games is PaRappa The Rapper, a rythym game that uses the story mode not as just a collection of track for the player to play, but a true story of a player mastering the games mechanics while also meeting the colorful cast of PaRappa The Rapper. The game also had a freestyle mechanic where players could create their own path to beating the level if they managed to stay with the beat, the player learning to create his own lines mirrors PaRappa maturing as a rapper. The game shows both purpose and intent which makes it interesting and engaging<br><br>Konami's DDR had a much different approach but also took in consideration many deisgn philosofies, mostly one that would take advantage of it's arcade medium. The songs were short and designed in a manner that entretained both players and viewers. When it comes to the biggest hitter for the genre, Guitar Hero, however, there was a contradiction between how it was marketed and what made the design of the game fun. Guitar Hero was popular because people could feel like they were creating music and that music is the same as the one you hear on television or the radio, but what made Guitar Hero such a good game was the limitations on the music, because the developers couldnt aquire the rights to all the tracks they wanted they had to relly on covers and their own interpretation of the music which they could tune to fit a better level design for a guitar game. As the franchise grew in popularity, however, the developers were finally able to aquire the tracks that the fans were craving for and forgot just what made the tracks from the previous games so memorable, it is not how famous the songs are it is the level design.<br><br><br></div>]]></description>
         <enclosure url="https://learntocounter.com/rhythm-games-and-the-death-of-level-design/" />
         <pubDate>2018-06-21 00:17:47 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021108</guid>
      </item>
      <item>
         <title>Elite Beat Agents</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021193</link>
         <description><![CDATA[<div>In this hidden gem of the Nintendo DS you play as the Elite Beat Agents, a trio of agents who help people in trouble with the power of dancing.&nbsp; This captures perfectly what rythym games are supposed to be, entretaining and catchy,  through it's visual style, gameplay mechanics and music. Each puzzle is so over the top that you can't help but feel engaged and entretained by the whole situation. In the example bellow a babysitter is trying to go steady with her date when she is suddenly asked to take care of 3 unruly children. The scenarios and character movements are cartoony and exagerated making the whole situation a joy to go through. It also helps that every level has just enough lenght to get you invested, but not enough to overstate it's welcome. The gameplay itself is fairly standard, but it's through careful caution within the level design that makes the experience worthwhile, when the baby need a spin you do your beats in a spinning motion and when a big action scene comes up there is a minigame to break up the flow.</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=yhH43qleR6k" />
         <pubDate>2018-06-21 00:18:49 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021193</guid>
      </item>
      <item>
         <title>Music Levels in Mario Maker</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021337</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=j8ImH7rXUag" />
         <pubDate>2018-06-21 00:20:21 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021337</guid>
      </item>
      <item>
         <title>Beat Saber</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021744</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=dQ1jHmoDoSQ" />
         <pubDate>2018-06-21 00:24:49 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268021744</guid>
      </item>
      <item>
         <title>Undertale fighting mechanic</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268022039</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=Vr4IYjeplJA" />
         <pubDate>2018-06-21 00:27:24 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268022039</guid>
      </item>
      <item>
         <title>Dedede Drum Dash Deluxe</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268022456</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=xgspFkmyqKQ" />
         <pubDate>2018-06-21 00:31:43 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268022456</guid>
      </item>
      <item>
         <title>HarmoKnight</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268022768</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=4JiIBikZ0iM" />
         <pubDate>2018-06-21 00:33:35 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268022768</guid>
      </item>
      <item>
         <title>Critical Hit animation</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268024543</link>
         <description><![CDATA[<div>For one of the animations the player object is going to go up in the air and slam down with enough strength to tear down a wall. In order to sell the strength of this slam I need some visual queues that make the player understand that this is a strong move. One of the most effective ways to give a move some punch are the critical hit animation from the Fire Emblem GBA games. In short, critial hits are moves that have an extremely slim chance of happening but have a huge payoff in the form of doing triple damage. The animation when a crit happens begins with a wind up and is followed by a song effect of steel being sharpened. Afterwards the character does their standard move, but they usually gain some more expression, like swordmasters vanishing into thin air before striking or generals spinning their weapon before striking. The hit itself has the screen shaking for a few frames as well a flash to white, really giving this long winded move some punch. Applying to my game, I could make the block be in the air for half a second before accelerating towards the ground and the slam itself will shake the screen and produce a few particles that will fly off the ground.</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=WIkbQhOz5H8&amp;t=712s" />
         <pubDate>2018-06-21 00:51:27 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268024543</guid>
      </item>
      <item>
         <title>OSU </title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268107527</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://youtu.be/E3tpQIECGxs" />
         <pubDate>2018-06-21 14:06:22 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268107527</guid>
      </item>
      <item>
         <title>Living Particles</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268116911</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://youtu.be/Pr8rOmTcf5Q" />
         <pubDate>2018-06-21 15:16:51 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268116911</guid>
      </item>
      <item>
         <title>Neon Color scheme</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268297911</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/6499143cdf2e4eeceaf4261cccfab873/Neon_tuunel_light_grande.png" />
         <pubDate>2018-06-23 16:11:21 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268297911</guid>
      </item>
      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268297913</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/84404f01d7d74bc154432e9c6eee3d1b/643x0w.jpg" />
         <pubDate>2018-06-23 16:11:23 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268297913</guid>
      </item>
      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268297916</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/ba6f8539301ce615554fb3329e0a4257/p7.jpg" />
         <pubDate>2018-06-23 16:11:26 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268297916</guid>
      </item>
      <item>
         <title>Sniper Target</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268302994</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/91291c9c201cf52af405736b7e0e54f3/22_512.png" />
         <pubDate>2018-06-23 18:18:21 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268302994</guid>
      </item>
      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268302996</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/77558feb17da8bb1a61a77d9c68f9bf8/sniper_target_crosshair_HG8MPR.jpg" />
         <pubDate>2018-06-23 18:18:27 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268302996</guid>
      </item>
      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268302998</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/269885963/946ecbb0719e5a023b1115591cb28cab/SI_4_LG.png" />
         <pubDate>2018-06-23 18:18:31 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268302998</guid>
      </item>
      <item>
         <title>Plants vs Zombies</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268303011</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=CHAbHz8iYHc" />
         <pubDate>2018-06-23 18:19:01 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268303011</guid>
      </item>
      <item>
         <title>PaRappa The Rapper</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268358119</link>
         <description><![CDATA[<div>One example of good design leading to increasing interest in rythym games is PaRappa The Rapper, a rythym game that uses the story mode not as just a collection of track for the player to play, but a true story of a player mastering the games mechanics while also meeting the colorful cast of PaRappa The Rapper. The game also had a freestyle mechanic where players could create their own path to beating the level if they managed to stay with the beat, the player learning to create his own lines mirrors PaRappa maturing as a rapper. The game shows both purpose and intent which makes it interesting and engaging</div>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=IbYdRZ8FiuA" />
         <pubDate>2018-06-24 19:54:42 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268358119</guid>
      </item>
      <item>
         <title>How to make an object move towards a coordinate</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268392844</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://docs.unity3d.com/ScriptReference/Vector3.MoveTowards.html" />
         <pubDate>2018-06-25 02:16:04 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268392844</guid>
      </item>
      <item>
         <title>Switch Statements</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268395064</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://unity3d.com/pt/learn/tutorials/topics/scripting/switch-statements" />
         <pubDate>2018-06-25 02:32:24 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268395064</guid>
      </item>
      <item>
         <title>Michael and Bea&#39;s Lecture (June 25th)</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268463850</link>
         <description><![CDATA[<div>The point of Part 2 is to prepare us for Part 3, this project is especially important as it functions as a Self Directed project in a smaller scale. An independent project means that you will have to think about your references/research, action plan, outcome, experiementation and reflection in an independent level. <br>I should have written a rationale that describes which project have you chosen, why did you chose this project and what is yoir intended approach. I have written something alin to that, but in the form of a reflection instead of an actual scholar text.<br>The remake of the project doesnt need to strictly follow the brief as much as the original project. There is a level of freedom that allows us to interpret the brief and make it our own.<br>Even if your interest in a subject hasnt changed, how we project that interest will most certainly change due to self reflection and research. Dont mistake this project as a change to fix a mismanagement of time, it is a project that is all about reflection and comparing different approaches to the same core ideas.<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-25 13:15:32 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268463850</guid>
      </item>
      <item>
         <title>Rationale</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268472624</link>
         <description><![CDATA[<div>In my research was to add everything that was recommended from the brief. I normally do only a surface level research with the content from the brief since it is usually very different from what I have in mind as well as not being good examples of independence, but I now understand that to reach that independent level I must show that I am doing all in my power to understand the work and make it my own, that includes using any and every resource that is available in my path. Aside from that I also got a bunch of examples of how other music centered games have handled the implementation of sound as well as grabbing a couple of articles about the current state of music games. This is mostly due to me having a set objective withing this project, to create a rythym game and so I should study how are games like this being made and why are they being made that way. One thing that I was too worried, however, was that by studying all of these examples and tropes that I would make a game that is just that, a representation of something that is already done, so I have to understand the fundamental concepts that the current rythym games use that make them so monotonous and try to break away from that.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-25 14:20:01 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268472624</guid>
      </item>
      <item>
         <title>Love live</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268473110</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://store.steampowered.com/app/752220/1/9/" />
         <pubDate>2018-06-25 14:24:03 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268473110</guid>
      </item>
      <item>
         <title>Samba de Amigo</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268473731</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://en.m.wikipedia.org/wiki/Samba_de_Amigo" />
         <pubDate>2018-06-25 14:28:54 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268473731</guid>
      </item>
      <item>
         <title>Journey</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268477830</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://en.m.wikipedia.org/wiki/Journey_(2012_video_game)" />
         <pubDate>2018-06-25 14:59:41 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268477830</guid>
      </item>
      <item>
         <title>Power Tools workshop</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268492722</link>
         <description><![CDATA[<div>For any 3D projects always come with shoes and as little acessories as possible. Be wary if you have long hair. Remember to use safety googles, anti dust mask and thick gloves.<br><br>Drenel: Used for refinement and fine adjustments on 3D objects. Has many tips flr all sorts of adjustments, such a swirly tip, a rough saw, a spinning blade and other like such.<br><br>Jigsaw - Needs the object to be fixed tight on a desk and have a lot of caution to not accidentally cut the desk. Be wary of the button that makes the saw be in constant movement, which could be very dangerous. You can cut curves and angles as well.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-25 17:11:25 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268492722</guid>
      </item>
      <item>
         <title>SCAMPER</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268494689</link>
         <description><![CDATA[<div>SCAMPER is an acronym to Substitute Combine Adapt Modify/Minify/Magnify Purpose Eliminate/Elaboratr Reverse. These words are meant to serve as a guideline for what we want to change in a project, so you could chose to Magnify, for example, you could think about gow to change the scale of the project or the grandeur of piece or maybe adjust it to a smaller audience.</div>]]></description>
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         <pubDate>2018-06-25 17:32:43 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268494689</guid>
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      <item>
         <title>Random Range</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268519748</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://docs.unity3d.com/ScriptReference/Random.Range.html" />
         <pubDate>2018-06-25 22:59:44 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268519748</guid>
      </item>
      <item>
         <title>Setting materials through scripts</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268524631</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://answers.unity.com/questions/612462/c-script-set-texture-of-gameobject.html" />
         <pubDate>2018-06-26 00:07:17 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268524631</guid>
      </item>
      <item>
         <title>Collision</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268610042</link>
         <description><![CDATA[<div>By making the wall kinematic I can solve the collisiong problem as the momentum will be reduced to 0 by the physics engine. or by simply removing the rigidbody</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-26 14:16:33 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268610042</guid>
      </item>
      <item>
         <title>How to reference other scripts inside a script</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268681152</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://answers.unity.com/questions/1390953/how-can-i-affect-another-object-with-a-script.html" />
         <pubDate>2018-06-27 03:21:39 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268681152</guid>
      </item>
      <item>
         <title>Fixing the multiple variables problem</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268743861</link>
         <description><![CDATA[<div>Instead of making so the variable change occurs on every object, make it occur on the player and make the tiles copy them and use a seperate variable for the colors.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-06-27 14:51:45 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268743861</guid>
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      <item>
         <title>Shaun of the Dead Fight Scene</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268870792</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-06-28 14:07:02 UTC</pubDate>
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      <item>
         <title>Lynda.com</title>
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         <pubDate>2018-06-28 14:08:12 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268870914</guid>
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      <item>
         <title>Natron - Compositing Software</title>
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         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268872981</link>
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         <enclosure url="https://natron.fr/" />
         <pubDate>2018-06-28 14:24:27 UTC</pubDate>
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      </item>
      <item>
         <title>Academy Color Encoding System</title>
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         <pubDate>2018-06-28 14:27:30 UTC</pubDate>
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         <title>High dynamic range</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268883834</link>
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         <enclosure url="https://pt.wikipedia.org/wiki/High_dynamic_range" />
         <pubDate>2018-06-28 16:24:22 UTC</pubDate>
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      <item>
         <title>How to make a Game Collision</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268923172</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-06-29 01:32:05 UTC</pubDate>
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      <item>
         <title>How to make object destroy itself/refer to itself</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268932257</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://answers.unity.com/questions/149715/making-an-object-destory-itself.html" />
         <pubDate>2018-06-29 03:11:19 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268932257</guid>
      </item>
      <item>
         <title>Converting Floats into ints</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268933116</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://forum.unity.com/threads/converting-float-to-integer.27511/" />
         <pubDate>2018-06-29 03:24:16 UTC</pubDate>
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      <item>
         <title>Converting ints to Strings</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268934099</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://docs.unity3d.com/ScriptReference/Object.ToString.html" />
         <pubDate>2018-06-29 03:39:30 UTC</pubDate>
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      <item>
         <title>Tetris Effect</title>
         <author>otavio_neves</author>
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         <description><![CDATA[]]></description>
         <enclosure url="https://youtu.be/Mr8fVT_Ds4Q" />
         <pubDate>2018-06-29 12:32:22 UTC</pubDate>
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      </item>
      <item>
         <title></title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268978852</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://answers.unity.com/questions/1109479/how-to-reload-a-scene-using-scenemanager.html" />
         <pubDate>2018-06-29 14:39:17 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268978852</guid>
      </item>
      <item>
         <title>Photo Sudio</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268986920</link>
         <description><![CDATA[<div>6Every single piece of equipment should have weighted for safety purposes. I have to book the room for it's use. Never touch the Chromakey wall, the paint is very expensive and easy to make it dirty. When setting up lights make sure the lights are in line with ome of the legs, also after use make sure to put the lights down. Make sure the lights themselves are secure and tight on the pole. Cable management is crucial, use tape to attach the cable to the ground, no trip hazards in the studio. Never take anything away from the studio unless it is for a very special projects. The Redheads lights have only one height, dont try and be cheeky, also dont ever put lights near someone, since the lights cab explode, that is because this lights can get extremely hot . All of the lights just plug in into the 110v plugs, not the big ones. Lock EVERYTHING down, be it lock, weights or whatever.</div>]]></description>
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         <pubDate>2018-06-29 16:44:59 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/268986920</guid>
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      <item>
         <title>Reload Studios</title>
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         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269100252</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://www.reloadgamestudio.com/site/contato.html" />
         <pubDate>2018-07-01 23:43:51 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269100252</guid>
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      <item>
         <title>Mgaia Studio</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269100260</link>
         <description><![CDATA[]]></description>
         <enclosure url="http://www.mothergaia.com.br/contato/" />
         <pubDate>2018-07-01 23:44:07 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269100260</guid>
      </item>
      <item>
         <title>Turning off Auto generated lighting</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269103581</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://answers.unity.com/questions/1264278/unity-5-directional-light-problem-please-help.html" />
         <pubDate>2018-07-02 00:43:32 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269103581</guid>
      </item>
      <item>
         <title>How to create a wiggle script</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269110039</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://answers.unity.com/questions/806893/how-can-i-script-a-wiggle.html" />
         <pubDate>2018-07-02 02:18:43 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269110039</guid>
      </item>
      <item>
         <title>Unreal Dev Day</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269314435</link>
         <description><![CDATA[<div><br>Criando interfaces modulares na Unreal Engine 4- Unreal usa the Unreal Motion Graphics e implementado com a Slate por C#. A unreal usa timeline para implementaçao de animação. Todos os elementos de UI usam Widget e PanelWidgets, que se tratam de sistemas que contem varuos widgets.<br>Exemplos de PanelWidgets: <br>-Canvas<br>-Horizontal Box<br>-VerticalBox<br>-Overlay<br>-ScaleBox<br>-Grid Panel<br>-Button<br>No começo, o canvas pode parecer pratico, mas ele limita extremamente o seu jogo a certas resoluções, é bom para uma matriz com alguns elementos, mas não funciona pra sistemas mais complexos. VerticalBox e HorizontalBox são bem mais apropriados pra isso (useful to display text). Tick = step event = update().<br><br>Kevin, stop rosting Mass Effect Andromeda<br><br>Aprenda como usar widgets</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-07-03 23:45:57 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269314435</guid>
      </item>
      <item>
         <title>Rhythym Doctor</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269330807</link>
         <description><![CDATA[<div>A game with an equally interesting premise, Rythym Doctor gives you the role of a surgeon who needs to match the his rythym to the patient's heartbeat in order for the surgery to be successful. The premise is further amplified by the amazing visual that use vibrant neon colors and early 80s computer graphics to make the game truly feel unique and it does that without sacrificing design. The genius move that allows us to pay attention to the visuals and feel the consequences of our actions is a simple design choice, put the command prompt in the middle of the screen instead of the bottom. This makes so your eyes dont have to think about looking in two different direction in order to absorb the full experience, just by looking at the middle you are able to easily gather information from the entire screen and even if you arent able to see the edges very well a closer look shows that not much happens on that region of the screen in the first place.<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2018-07-04 02:59:13 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269330807</guid>
      </item>
      <item>
         <title>Double Kick Heroes</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269330850</link>
         <description><![CDATA[<div>Double Kick Heroes, from what I experienced, seemed like the weaker game when compared to Rythym Doctor, this is mostly due to it having a more complex control scheme that took way longer to learn and even then I have my doubts as well as just some design choices that I dont exactly agree with. When it comes to the controls I dont mind it so much as I am sure that if it was at the confort of my home and I had an hour to play instead just a few brief minutes at a convention I would get used to it, but something that I noticed is that this game doesnt play to it's strengths when it comes to design. The concept is that you are running away from zombies and you have to shoot them at a rythym, otherwise you will run out of ammo or your gun will overheat, a very charming and inventive addition to the rythym game genre, especially with the beautiful pixel art. What bugs me is that I didnt notice either of those things until I saw someone else play, the commands that you have to press are in the very bottom of the screen while all the visuals of shooting the zombies, loading your guns and etc... happen on the upper part of the screen. that normally wouldnt be a problem, but the games requires that you look at the bottom in order to press the right buttons at the right time, because of that you wont ever have time to look at the actual visuals of the game and your actions dont have the feedback that they should, you only know that you hit a note right, not that you killed a zombie that was this close to killing one of your buddies</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-07-04 02:59:39 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269330850</guid>
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      <item>
         <title>Keyed out model against digital background</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269403936</link>
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         <pubDate>2018-07-04 19:39:13 UTC</pubDate>
         <guid>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269403936</guid>
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      <item>
         <title>Knightmare Frame Alexander</title>
         <author>otavio_neves</author>
         <link>https://padlet.com/otavio_neves/wlsr5lod9m16/wish/269779378</link>
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         <title>Spaceships</title>
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         <title></title>
         <author>otavio_neves</author>
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         <title> Eyes</title>
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         <title>Dragonframe</title>
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         <description><![CDATA[<div>Stop motion software for easy animations.<br><br>After some testing the software proved to be too difficult to work with as it is suited for professional productions. Instead I am going to use photoshop which can take the frames of a stop motion and render it as a video with adjustable framerate</div>]]></description>
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         <title>Jean Dubuffet</title>
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         <description><![CDATA[<div>Jean Dubuffet was an artist that I wasnt very familiar with, but his work caught my attention almost immediatly.&nbsp;<br><br>His drawings are certainly impressive, but his sculptures are the pieces with the most ammount of charm as they integrate 2D and 3D visual elements into the "drawing-like sculpture".<br><br>Aside from a style reference though, his work isnt going to influence the current project much due to a focus on 2D media instead of a 3 Dimensional one. </div>]]></description>
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         <description><![CDATA[<div>Similar to ASAPScience, Kurzgesagt uses 2D animation to educate people about scientific subjects, though it has a bigger focus on theoretical science and complex physics subjects such as string theory.<br><br>Different from the stop motion like animation from ASAPScience, Kurzgesagt uses a more traditional 2D animation so there is a focus on more vivid backgrounds and smooth animation frames. There is also a clear difference in it's color palette that gives the animation an unique feeling to it. </div>]]></description>
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         <title>Portfolio</title>
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         <title>Final Product</title>
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