Level Design

Unreal Engine Generalist

I had the pleasure of working with Offbeat’s first Virtual Influencer, Zero from Nexus. I got to help in the back-end with Zero with his Live streaming on Twitch, create funny TikToks, present him Live in Expo’s and tell his story to the world of how he woke up in his bunker in the Nexus Universe.

Website:
https://www.offbeat.xyz/
Type of Project:
Virtual Production
Duration:
Feb. 2022 - June 2022
Twitter:
https://twitter.com/ZeroFromNexus
Twitch:
https://www.twitch.tv/zerofromnexus
YouTube:
https://www.youtube.com/channel/UCN5YlRRrS595lre0LwTclYw
TikTok:
https://www.tiktok.com/@zerofromnexus
Discord:
https://discord.com/invite/NexusUniverse

Responsibilities:

As an Unreal Engine Generalist I was: 

  • Where needed, work with our motion capture performers to ensure successful daily livestreams. Where needed, support our Tech Directors in developing new streaming gimmicks/games/experiences.
  • Primarily, create artistic and story driven virtual environments for future characters to perform in, while providing feedback on the art direction as it informs environment development needs.
  • Make improvements and upgrades to existing environments under the direction of our Art Directors.
  • Continue to implement and learn how to use new features that was added to the systems, ensuring I know the ins and outs of the streaming system. 
  • Collaborate with Production and Tech Directors to improve pipelines efficiency and ease of use based on what I  learn and know.
  • Share any developments/insights that may contribute to the pipeline, various projects, or the team.

Current - Known as Project One:

While working for Offbeat Media Group, my primary responsibility as a new Unreal Engine Generalist was to create environments that would be later used for future Virtual Influencers to perform in. I had to provide feedback on the art direction as it informs environment development and I made improvements and upgrades to existing environments under the direction of our Art Directors.

For the time being, the information that is currently out on Project One can be found on the Discord. 

To learn more about Virtual Influencers and the teams progress here:

Twitch: https://www.twitch.tv/zerofromnexus

Discord: https://discord.com/invite/NexusUniverse

New Virtual Influencer: Lilith!

Project One is named Lilith is your friendly Vtuber. Demon. Weeb. Fangirl. Hatsune Miku lover. She plays games and interacts LIVE with her fans.

You can find her mainly on YouTube!

Youtube: https://www.youtube.com/@lilithfromnexus/featured

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The Lays of Althas: Sundered Order

The Lays of Althas: Sundered Order is a single-player, medieval-low-fantasy RPG being developed by Epoch Games, utilizing Epic Game’s Unreal Engine 4, for Windows PCs. The game will feature an expansive, living world that will evolve and grow by itself, instead of revolving around the player’s actions.


The game is currently planned to be released Chapter by Chapter, with each bringing new regional content and gameplay features.

Website:
https://epochgames.co.uk/
Type of Project:
Epoch Games
Duration:
Sept. 2021 - Present
Genre:
Open- World, Fantasy RPG
Software Used:
UE4, Maya, Blueprints, Photoshop, Github, Slack

Responsibilities:

As the Lead Unreal Engine Level Designer I am: 

  • Managing the Level Design Department.
  • In charge of reviewing Level Design work in Unreal Engine.
  • Part of Weekly Level Design Meetings.
  • Join the Weekly Department Leads Meetings with the progress of Level Design.
  • I am expected to keep in contact with the Level Design Team. Communication is really key to Epoch Games, especially since we are a completely online and global Team.
  • I also coordinate with other Departments.
  • I am expected to take part in Interviews with Level Design Applicants.
  • I am currently helping with landscaping, and setting up different cities.

The World of Althas

As old orders crumble and new powers rise, it is time for you to forge your destiny. Ever since early in its history, Althas has been a land shaken by conflicts. In the early days, these conflicts pitted the Anointed Kingdoms of Men against the dark and demonic forces that threatened them. However, with the passage of time the world has changed. With the Anointed order eroding away and new powers rising, another war looms on the horizon, a war of personal and political motivation. Thenodar, a burgeoning new kingdom in the North, and Anorthile, one of the last of the three remaining Anointed Kingdoms, now prepare for a war that will shake all of Althas. Old demons and new enemies gather in the shadows of both lands as each sets their sights on the ruined wilderness known as the Feralands.

Level Building:

While working for Epoch Games, my primary responsibility as a new Lead Unreal Engine Level Designer is to help build new cities in the set levels and manage the landscape areas for their game. Before I could build cities and sculpt landscape, I first needed to familiarize myself with the flow and pacing of the game. After spending the necessary amount of time doing just that, I was ready to get to work on the game and leading my Level Design team to building their levels for the game.

Current Project still under NDA:

For the time being, the information that is currently out on the game can be found on their website and IndieDB. 

To learn more about the game and the teams progress here:

Website: Epoch Games

IndiaDB: The Lays of Althas – Sundered Order

Level preview:

More to come soon...

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Ruined Castle

Avenge a ruined village, as you must destroy all the minions and seek out the Mage that destroyed everything in this exciting Third-Person Fantasy game. Play as a warrior who must avenge the village that he was born from and it was taken over by a Mage and his minions. With its accessible controls, it is easy to pick up for new players.

Type of project:
Solo Project
Duration:
1 Month
Software used:
Unreal Engine 4
Genre:
Third Person Fantasy
Software Used:
Unreal Engine 4, Maya, Blueprints, Photoshop, Perforce

Objectives

The goal of this level is to create a wide-combat action sequence that takes place in a destroyed medieval village city. I wanted to have multiple types of enemy encounters that challenge the player and forces them to eliminate their opponents before they can proceed to the final boss area with the combat tools given to them.

The Solution

I was responsible for coming up with a Third-Person game. I chose to create and design within the fantasy genre since I love playing games like Skyrim, Dark Souls, and World of Warcraft. 

I was responsible for all stages from concept to completion and lighting.

  • I designed and documented the mechanics of the game and to make the game fun and intuitive.
  • I created diagrams to better illustrate the plan for the level to achieve better communication where the player would go.
  • I have worked on the lighting and the mood.
  • I have Optimized, playtested and debugged Blueprints.

Gameplay:

Process:

Pre-production - Research:

During Pre-production some of my main responsibilities was to choose a genre, mechanics, pathing and lighting. From a design perspective, I wanted to make sure that the controls were intuitive, and the level fun to play.

References: References were gathered and put into a file to help convey the idea, mood, and direction that I wanted to go with my level based off of my favorite fantasy games like Skyrim, Dark Souls, and World of Warcraft. 

The idea to Photoshop: Clear documentation of the level idea was recorded. It helped block out the level without much trouble redoing the whole design. This led to less reiteration later down the road of white boxing. I wanted to keep with the medieval look of Skyrim and Assassins Creed.

Production: From Concept to Whitebox

As soon I was done with my outline I started on my Whitebox and Pathing area. I wanted to hold off on my mechanics for this project round since it was going to be more battle intense than Blueprints.

Whitebox Phase & Testing Video:

This is the general path and size that I originally wanted. After testing, it slightly changed when I added enemies and Blueprints during the dress setting stage with the assets that fit more with the game idea.

Blueprints:

To make this game work as interactive as it became, I really wanted the player to feel like they were up against enemies and constantly on the run. So here are some of the mechanics that went into this level that I have completed and tested.

Destructable Bridge:

I created a destructible bridge that when stepped on, would come apart and drop the player to their death.

Click on the images to view a larger version.

Block End Area Sequencer:

I created a blockaded area towards the Boss area so the player is forced to go forward and not back. I used a sequencer to block the player.

Click on the images to view a larger version.

Production: Set dressing and Lighting

This was the beginning of set dressing and lighting the space. After receiving feedback to add more enemies and covers I then decided to add and subtract in specific areas to better challenge the player.  I switched between different time settings and determined that by making the area look cloudy and moody it added clarity for the player. I added a color gradient at the end of the post-processing system. The majority of the lights are static while some of the lights are dynamic like the sun and torch lights. This was really fun to decorate the level and playing through it.

Final Gameplay:

If I had more time on this project I would have worked further on different lighting sequences and  given it more of a doom-looking cloudy day atmosphere. I would also have incorporated different times of the day and showcased different covers and enemies. I would also have included more traps and more challenges, trophies, etc. along the way to the boss area. 

This video is also at the top of the page as well.

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Out of Time

Become a hero as you must find and destroy a secret lab in this exciting Third-Person Sci-Fi game. Play as a secret government Scientist who switched sides to stop his old organization from taking over the world genetically engineered giant spiders. With its accessible controls, it is easy to pick up for new players, and is perfect for introducing people to gaming!

Type of Project
Solo Project
Duration:
2.5 Months
Platform:
Unreal Engine 4
Genre:
Third Person Dark Sci-Fi
Software Used:
Unreal Engine 4, Maya, Blueprints, Photoshop, Perforce, Discord

Objective:

The goal of this level is to create a wide-linear action sequence that takes place in a secret government-owned facility in a futuristic city. I wanted to script multiple types of enemy encounters that challenge the player and force them to eliminate their opponents before time runs out on the counter. This drives the player to think on their feet with the tools given to them and the assets they must get to succeed in the game.

Responsibilities:

Responsible for coming up with a Third-Person game.

Since I love dark games,  I chose to create a Sci-Fi genre-based game that I would personally find exciting and immersive. 

I was responsible for all stages from concept to completion and lighting.

  • I designed and documented the mechanics of the game to utilize techniques to make the game fun, immersive, and intuitive.
  • I have worked on the lighting and the mood.
  • I have playtested and debugged Blueprints.

Gameplay:

Process:

Preproduction - Research:

During Preproduction some of my main responsibilities was to choose a genre, mechanics, pathing and lighting. From a design perspective, I wanted to make sure that the controls were intuitive, and the level fun to play.

References: References were gathered and put into a file to help convey the idea, mood, and direction that I wanted to go with my level. 

The idea to Photoshop: Clear documentation of the level idea was recorded. It helped block out the level without much trouble which led to easier editing if/or redoing the whole design at a later time. This led to less reiteration later down the road of whiteboxing.

Outline:

This is the top view of the outline for the level. 

Click on the image for a larger view.

Legend Path:

This was the player path for the outline to give a better understanding of where and what the player would encounter on the way.

Production: From Concept to Whitebox

As soon I was done with my outline I  started on my Whitebox and Blueprinting. This was the level that was first done from the outline which was very easy to find the enemies and your way around the level.

Whitebox Phase & Testing Video:

Blueprints:

To make this game work as interactive as it became, I really wanted the player to be able to plant bombs and make it explode while a timer was counting down. So here are some of the mechanics that went into this level. I also reached out to my Professor Hez for more detailed explanations of some more complex techniques and some debugging I had challenges with. I also enlisted the expertise of my Technical Designer, friend, Rohit for other debugging and assisting with specific testing areas..

Lock and Key:

This is the lock and key that the player uses to open doors that is containing the bomb they need to pick up.

Click on the images to view a larger version.

Count Down Timer:

This one took me a while to do, I learned how to do this simple counter. Originally it was set to 10 minutes but then I turned it down to 5 minutes in the game to give the player a “hurry up” feeling to win the game.

Click on the images below to view a larger version.

Alarm Lights:

The lights start going off with music playing and sound as the player goes into the trigger volumes. 

Click on the images to view a larger version.

Bombs and Planting:

This Blueprint was an extreme challenge for me. I had some of my logic being skewed and I asked for assistance from my professor,  Hez Kiah to come up with a more polished and workable technique.  I then experienced further debug issues that my friend Rohit Thakre, who is a Technical Designer, helped me with explaining and assisting me with the debugging of bomb planting. Afterwards, it worked just how I imagined. I have since done the bomb count feature since it was similar to the key count.

Production: Set dressing and Lighting

This was the beginning of set dressing and lighting the space. After receiving feedback to add more enemies and covers I added and subtracted enemies and covers for different locations to experience a more unified feel and challenge to the game.  I had to lower some of the lights that were slightly blown out, I added a color gradient at the end of the post-processing system. The majority of the lights are static while some of the lights are dynamic like the alarm lights. This was really fun to decorate the level and play through it.

Final:

After some discussion with other students and receiving feedback to add even more enemies and covers, I had to then re-evaluate and chose to include more enemies and covers to increase the challenges presented to the player. I double checked that the lights were working along with all Blueprints. Some of the rooms had to been changed to make it easier for the player to know where they are in the level and less likely to get lost.

Click on images to view a larger version.

Final Gameplay:

After receiving further feedback from the Alpha gameplay I have toned down the reflections lighting. The red room was changed to look like a storage area since it was agreed I had too many offices and thus I ended up wanting a different type of space setting for player variety and it is now a storage area. I also lowered the Bomb timer to 3 minutes instead of 5 minutes. I also decided to add a few more covers to the boss area section and made some of the rooms look decidedly different. 

This video is also at the top of the page as well.

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Beasts of Yeast

Beasts of Yeast is an action adventure co-op where you and your friends battle bread monsters on a quest to become heroes to the world and a world class baker. You are a bakery chef who must save your dying family business by learning new recipes to bake. As you venture out into the world to complete this task, you come across and must defeat bread monsters to receive your ingredients to learn new recipes. Remember, a good baker is always ready for a few surprises along the way.

Website:
lambentgames.com
Type of Project:
Lambent Games, LLC.
Duration:
Aug. 2020 - Present
Genre:
Co-Op, Adventure
Team:
12 Members
Software Used:
UE4, Maya, Blueprints, Photoshop, Perforce, Jira, Discord

Objectives

  • Design Leader, manage team and keep everyone engaged
  • Help create the first level set in Paris, France
  • Stay within the deadlines
  • Play and test the level
  • Light the level for Prototype

Responsibilities:

I was responsible for researching the real-world Paris area. I created the level in Autodesk Maya for the prototype. 

  • Designed and created the Paris level around The Palace of Versailles.
  • I have lit the level with a nice evening time of day.
  • I also engaged our team in discussions of the level.
  • I have playtested the level when mechanics were implemented.
  • I reiterated on the level with feedback and playtesting.

Demo of our Game - WIP:

Process - The Design of the Game:

Pre-Production:

Early Stages of Production:

During Pre-production and the early stages of production, one of my main responsibilities was to help come up with a level for the game that was set in Paris, France that combined the game’s mechanics. From a design perspective, the main challenge of this process was to come up with areas where enemies will spawn while trying to integrate with the actual Google Map in France.

Paris References: A clear translation of the direction we want to go in with major sites in Paris.

Pen to Paper: Clear documentation was made from seeing where in Paris, France to use for our game. We wanted one of the objectives to be in the garden of Palace Versailles.

Part 1 View:

This was an old version of the Level map. This was the beginning of the level that leads to Part 2.

Part 2 View:

This was the second part of the old level map that leads to the boss area. We decided that it needed fewer straight area and more curves.

Current Map Drawing:

This was the more updated drawing map that we planned to create. I asked our Artist Bryan to help Photoshop this and make the outline neater, which you can view below. While he was working on the black area which showed the first level floors, he helped come up with the last red area and drew that in. We all loved it and I got to work on whiteboxing the level for our prototype.

Current Map Outline:

First Round of Whitebox Level:

Level with Enemies, Mechanics and Lighting:

Our team then added the player characters in the game that can be played as single-player or co-op with a friend. The ovens in the level will pop out the baked monsters for the players to fight.

I have given the level a basic evening time frame, and have the sun demonstrating that currently. I have also added slight exponential fog in the scene and reflection spheres around the level with a lightmass importance volume and a post-process.

Gameplay of our Game - WIP:

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Keepers of the Trees

Join forces with a friend or family member in this exciting co-operative puzzle-platformer game. Both players are not just important, but vital – each with a unique role to fulfill. Through working together, combining their abilities, and having each other’s backs players make their way through carefully crafted puzzles. By getting to understand the inner workings of their environment and hopefully exploring their world, both players will make great discoveries. With its accessible controls, it is easy to pick up new players and is perfect for introducing people to gaming!

Type of Project:
Team Project | Studio Chili
Duration:
8 Months; Jan. 2020 - Aug. 2020
Platform:
Steam - Release Date: August 7, 2020
Genre:
Co-Operative Puzzle Platform
Team:
22 Members
Software Used:
Unreal Engine 4, Maya, Blueprints, Photoshop, Perforce, Jira, Confluence, Teams, Slack, Discord

Objectives

The goal of this level is to create a wide-linear puzzle sequence that takes place in a magical forest at nighttime. I wanted to script multiple puzzle encounters that challenge the players to work together to overcome obstacles. This drives the players to work together to get to the end of the cave area in order to progress to the next level. 

Responsibilities:

I was responsible for creating the Keepers of the Trees main menu, which was inspired by the vision vignette designed by our Art Lead, Austin Labarbera.

I also designed the secret level – an alternate route to explore with more puzzles to solve – through all stages from concept to completion and lighting.

  • Designed, implemented and documented action blocks that integrated the mechanics of the game in different combinations to make the game fun and intuitive.
  • Created diagrams to better illustrate the plan for the secret level and the main menu in order to achieve better communication with other team members.
  • Worked on the secret level lighting to match and blend with Sam’s night level.
  • Helped with bug tracking and reporting it to our Programmers and Technical Designers.
  • Documented and recorded playtesting, gave feedback and iterated on the level and main menu. 

Gameplay Video:

Our Game

If you would like to play our game for fun, it is free to play now on Steam:

Keepers of the Trees.

Gameplay Image Gallery:

Process - The Design of the Game:

Below is a list of the games mechanics and interactions that take place within the secret level. They are displayed in order of interaction to get a better understanding of the main idea behind the secret level of the game, and the action blocks designed.

Growth Zone - Dirt Patches:

Specific areas in the level. Only here, players can grow plants.

Mushrooms:

Used as a jump pad to jump onto higher ledges.

Brambles:

Environmental hazards. When a player touches it, they will launch backwards.

Beanstalks:

Used to climb up to higher areas, or across gaps. Can grow towards light sources, can grow in any direction, not just straight up.

Dandelions:

Players can use it to float across large gaps.

Grabbable Leaves:

Players can grab the tip of the leaves, creating platforms for their partner to hop on to reach higher ledges.

Star Flowers:

Is a flower that magically grows and emits light that helps beanstalks grow towards it.

Preproduction and Early Stages of Production - Action Blocks:

During Preproduction and the early stages of production, one of my main responsibilities was to help come up with different in-engine action blocks that combined the game’s mechanics into fun, and easy traversal puzzles for the players to solve. From a design perspective, the main challenge of this process was designing puzzles that required players to work together but also find solutions in different ways. I tried to make sure that I avoided having one of the players staying idle for over 10 seconds.

Pen to Paper: Clear documentation of each action block was also a very important part of the process. It helped the entire team better understand the intent behind each design. It was also easier for the leads to pick and choose which puzzles we would be able to implement into the game.

Top View

A Top View of potential Mechanics Map.

Side View:

A Side View of potential Mechanics Map.

Production: Concept to Whitebox Work Flow:

Step 1: Progression, Flow and Conveyance Diagram During this phase I took sole responsibilities of the Secret Level from start to finish. I had to keep in mind the requirements of the puzzle platformer mechanics and must haves. I also had to keep within the level design workflow. My main objective was to make sure that the level will properly convey the mechanics that were discussed from the drawn mechanics and reworked to make it flow with the path. My first action was to rework my paper-to-pen action block and create a diagram that makes up the level’s progression flow and how each plant is going to be used by the players. The mechanics were already introduced in level 1 and the first half of Level 2. The level was supposed to be fun and not too stressful for the players. 

Another consideration I included in the diagram was that, from the design perspective, the secret level should hook the players and immerse them in the game, keeping them engaged in the flow. The puzzles shouldn’t throw them off or make them frustrated. I also wanted to make sure there was a “wow” factor while going through the level, so the players can see how magical it looks while solving the puzzles. Finally, to assure that the level was able to be completed within the tight deadlines, I kept in communication with the leads and the artists. I also continually referenced back to the first and second levels to make this level blend in seamlessly with our art style guide to better convey the look of each area.

Basic Action Block Layout of the level with mechanics first in mind:

Step 2: Layout and Whitebox:

The next step was to create a basic layout of the level and start blocking out the path and mechanics. Given the size of the level, the short amount of time given, and the importance of playtesting, my teammates and I were playtesting day and night. I was interacting with every part of the level attempting to find bugs and ways to break the level before I passed it off to a team member. I wanted to make sure each area met the criteria set by the leads and the diagram displayed above. Scope was a huge factor due to time constraints, so levels had to be reduced to 5 major puzzle mechanics. I wanted to be agile and proactive, and tackle the scope and playtesting during the whiteboxing phase. This turned out to work in my favor when all of the puzzles worked and nothing broke. This helped me be more efficient with design-specific interactions and how much time and attention to detail I gave each area.

Whitebox Begining area:

This area is where the player will start off.

Whitebox Middle and End Area:

Used as the middle puzzles and the end of the level.

Whiteboxing and Playtesting:

During this stage, mechanics are still being tested and flow is being examined. Landscaping was also started around this stage, helping to form the paths and determine the feel of the surrounding forest area.

Whiteboxing and Beginning Set Dressing:

During this stage, the whiteboxing stage begins to transition into the set dressing stage while still playtesting the game to make sure the mechanics of the puzzles were still working and fun. Some of the original ideas, flow, and set dressing changed later on.

Set Dressing and Lighting:

Set Dressing Breakdown My set dressing had to be similar to level 2, the first night scene in the game, but include elements of the first level as well to ensure that the secret level blended seamlessly into the game. Major foliage of levels 1 and 2 were used so it stayed consistent. Approved rocks and trees had to be looked over so it blended with the second level and what we had in our asset packs. Nighttime crystals and rune stones were used to help guide players, along with fireflies. Blueprint lamps, created by our Project Lead and Level Designer, Sam Roberts, were also used for lighting by changing the warmth of the color value.

You can find Sam Roberts’s portfolio here: Portfolio.

Lighting process Breakdown It was already confirmed that I had to make a night scene to fit within level 2. Even though I needed to make sure my secret level blended with level 2 night level, I still wanted my level to pop with more of a golden lamp light colors with the cool blue of the night which brought out more of the sky stars. I wanted my level to appear magical and feel like it was untouched by anyone in years.

I stripped the basic lights from my level, and then added new directional lights, spotlights for the moonlight effect, fill lights that the fireflies helped with, fog, reflections, post processing, and light mass importance volumes with a color gradient. Sam’s Blueprint lamps helped the most to guide the players; I simply changed the values to fit the mood I was trying to achieve with my level.

Lighting Progress Image Gallery:

Process of Main Menu:

The Main Menu Breakdown I was assigned to create the Main Menu of the game inspired by the vision vignette designed by our Art Lead, Austin Labarbera. I sketched up ideas, enhancing his already amazing vignette idea. I have kept Austin’s main concept with the path, post processing, stream, small mountain, mechanics feature, and rock formation. I added the house, waterfall, trees, rocks, HDRI, different tree variations, and changed the lighting values and directional light to reflect a time more around sunset than mid-day.

You can find Austin’s portfolio here: Portfolio.

Austin's Vignette:

Here is an overall view of Austin’s vignette.

Austin's Vignette Close up:

Austin’s vignette close-up of the Keepers running.

Menu Sketchs:

Main Menu Progress Images:

Current Game Menu Vignette:

Menu Vignette without buttons.

Current Game Menu with Buttons:

Menu with buttons. Buttons were created by a contractor.

Student Showcase | Fall 2020

Our game was featured in the Student Showcase Fall 2020. You can find it starting at 1:20! Enjoy!

SPECIAL CHALLENGES:

After we have started to finalize Pre-Production and starting Production phase, around early March 2020, the COVID-19 pandemic hit the entire planet and FIEA had us safely return home with all of our equipment for remote work. The entire team was committed to making our game top priority and showed drive and determination to continue the development of our game uninterrupted. It was not as easy developing a game during these unprecedented times but we transitioned to working remotely quite smoothly without missing a beat. Things we did as a team included:

  • Held online stand ups meetings at least twice a week, keeping everyone updated as to how things improved.
  • Held online Digital Show and tell – where everyone showed what they were working on.
  • Held “Core Hours” during workdays – hours where everyone would be available to each other to help answer questions or troubleshoot potential issues.
  • Got even more familiar with Jira and Confluence bug tracking tools.
  • Held online team bonding activities to help everyone stay in touch for not work-related issues as well.
  • Held online playtesting on Discord – where we were able to play with each other and watch volunteer game testers play our game.

These steps helped our production process during these challenging times.

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