ChromaGun

ChromaGun is a first-person shooter puzzle video game developed by Pixel Maniacs, an independent game studio from Germany.
Gameplay.
"ChromaGun" is a puzzle game revolving around using colors. The player uses the ChromaGun, a paint-shooting weapon, to colorize walls and floating spherical robots, called Worker Droids. These Worker Droids are attracted to walls of the same color and will move towards them.
The player's objective is to solve puzzles by cleverly rearranging Worker Droids, changing their colors, and guiding them to door-opening triggers, switches or electrified tiles. The player can shoot paint in the primary colors red, blue and yellow using the ChromaGun. The primary colors can be mixed together on walls and Worker Droids to create the secondary colors green, purple and orange. Mixing more than two different colors will result in black, which Worker Droids are not attracted to.
The game consists of many short puzzle levels to solve, however a single mistake can render a puzzle unsolvable, forcing to restart the level. There are 26 levels in total, each with only one solution.
Reception.
On Metacritic, the Nintendo Switch version has a score of 69/100 based on 14 reviews, and the PlayStation 4 version has a score of 74/100 based on 10 reviews. indicating "mixed or average reviews".
Twinfinite's Chaz Miller scored it 3.5/5, praising the game's art direction, difficulty and concept, but stated that the puzzles could get "frustrating" or "repetitive" in portions, and had no alternative solutions.


Nelson Medina

Nelson Medina (born 1978) is an artist from Lima, Perú. Recognized early in his career, Medina has shown his works internationally in his magazine Revolutionart, which also promotes the work of independent artists and famous talents.
Artists from all around the world participate in his requests to discuss world issues. Some of the main topics covered are climate change, economic crisis, evolution, pandemics, the future of humanity, space and nature. His work is to hunt global trends and turn them into calls that generate reflection from the artists.
In this magazine he has interviewed personalities like Floria Sigismondi, Mark Miremont, Anthony Hopkins, Simone Legno, Matt Mignanelli, Skew Siskin, Jeremyville, Bogdan Zwir, Andrzej Dragan, Adhemas Batista, Joey Lawrence, Fernanda Cohen, Brian M. Viveros, Nik Ainley, Jeff Finley and many more.


MODAF

The British Ministry of Defence Architecture Framework (MODAF) was an architecture framework which defined a standardised way of conducting enterprise architecture, originally developed by the UK Ministry of Defence. It has since been replaced with the NATO Architecture Framework.
Initially the purpose of MODAF was to provide rigour and structure to support the definition and integration of MOD equipment capability, particularly in support of network-enabled capability (NEC).
The MOD additionally used MODAF to underpin the use of the enterprise architecture approach to the capture of the information about the business to identify the processes and resources required to deliver the vision expressed in the strategy.
Overview.
MODAF was an internationally recognised enterprise architecture framework developed by the MOD to support Defence planning and change management activities. It does this by enabling the capture and presentation of information in a rigorous, coherent and comprehensive way that aids the understanding of complex issues, thereby providing managers with the key factors they should consider when making decisions about changes to the business. It is used extensively in Defence acquisition to support systems engineering, particularly in support of network-enabled capability (NEC), "which is about the coherent integration of sensors, decision-makers, weapon systems and support capabilities to achieve the desired effect".
With the publication of the MOD Information Strategy (MODIS) and its enterprise architecture (EA) sub-strategy, the MOD has recognised the utility of EA to support business improvement. MODAF is central to the use of EA in MOD.
MODAF was managed and maintained by staff working for the MOD's Chief Information Officer (CIO), as part of their role to provide information policy and standards. Additional support is provided by the MOD's System Engineering and Integration Group, as part of their role in developing the System of Systems Approach (SOSA), a common set of principles, rules, and standards to enable the delivery of better interoperability between systems.
The MOD works closely with its international allies to ensure coherence with their architecture frameworks to enable the sharing of information about capabilities fielded in coalition operations in-order to support interoperability. MODAF was developed from the US Department of Defense Architecture Framework (DoDAF) version 1.0, but has been extended and modified to meet MOD requirements by the addition of strategic, acquisition and service-oriented viewpoints and the provision of the M3.
MODAF version 1.0 was released in 2005, following development work by the MODAF Partners, a collaborative team of MOD staff and contractors from a number of industry partners and has been continuously improved since Version 1.0, the latest release, version 1.2.004, was released in May 2010
History.
MODAF was initially developed for MOD from two parallel work strands, an MOD-funded research programme undertaken by QinetiQ (formerly part of the Defence Evaluation Research Agency) and a separate DoDAF-based development by MODAF Partners, a consortium of Cornwell Management Consulting (now Serco) and PA Consulting Group with Model Futures providing the technical input, and extended by other key suppliers such as Logica and Vega through work for the MOD Integration Authority (as of April 2008 the System Engineering Integration Group (SEIG)). The draft version of MODAF combined the metamodel developed from the UK MOD funded QinetiQ research programme and the views developed by MODAF Partners. The meta-model was subsequently replaced with the M3 for the released version of MODAF.
Framework.
MODAF provides a set of templates (called "Views") that provide a standard notation for the capture of information about a business in order to identify ways to improve the business. Each MODAF View offers a different perspective on the business to support different stakeholder interests, presented in a format, usually graphical, that aids understanding of how a business operates.
The Views are grouped into seven Viewpoints (Note that this is a different use of the term 'viewpoint' from ISO/IEC/IEEE:42010 as a specification for a single view):
The relationship between the data in the MODAF Views is defined in the MODAF Meta Model, known as the M3. The M3 provides a logical structure for the storage of the data in a database and subsequently provides the necessary coherence for the data to be shared with other MODAF architectures.
Functionality of framework.
In MOD, MODAF has primarily been used in acquisition domains, programmes and delivery teams to support the delivery of military capability, particularly NEC. A number of MODAF architectures directly support operations in Afghanistan. In addition, MODAF is widely used by its industry partners, such as BAE Systems, Thales, Lockheed Martin, Boeing and Serco. It is also used by other government departments and agencies, such as GCHQ, and external bodies such as the National Air Traffic Services (NATS). MODAF is used by the Swedish Armed Forces to support the development of military capability, and it has been adapted by NATO to form the core of the NATO Architecture Framework (NAF).
Harmonisation.
MODAF will continue in its current form for the foreseeable future. However, MOD is working closely with the United States Department of Defense, the Canadian Department of National Defence, the Australian Department of Defence, and the Swedish Armed Forces to develop the International Defence Enterprise Architecture Specification (IDEAS). Although the focus for IDEAS has been the ability to provide a mechanism to better enable the exchange of architecture information between Nations, the IDEAS Management Group are also actively considering how their architecture frameworks should converge, perhaps into a single unified architecture framework.
Tools and tooling.
The MOD is "agnostic" about which software tools should or should not be used to develop MODAF architecture descriptions. The key requirement is that they should correctly implement the M3 with downloads in Sparx Systems Enterprise Architect; HTML and XMI formats. to provide a coherent structure against which architecture information can be exchanged. A number of tools offer this functionality.
The MOD has been working with the Object Management Group (OMG) to develop the Unified Profile for DoDAF and MODAF (UPDM), an abstract UML profile that implements the MODAF Metamodel (M3), itself an abstract UML profile for UML modelling tools, as well as the DODAF metamodel (DM2) . It is based on the Unified Modelling Language (UML) and extends the Systems Modelling Language (SysML) UML profile.
Terminology.
An "architectural framework" or "architecture framework" is a specification of how to organise and present architectural models. An architectural framework consists of a standard set of views, which each have a specific purpose.
An "architectural description" is a contiguous, coherent model of an enterprise. An architectural description comprises "architectural products". MODAF is not an architectural description.
A "view" is a specification of a way to present an aspect of the enterprise. Views are defined with one or more purposes in mind - e.g., showing the logical topology of the enterprise, describing a process model, defining a data model, etc.
An "architectural product" is a model of a particular aspect of the enterprise. An architectural product conforms to a "view".
A "viewpoint" is a collection of "views." Viewpoints are usually categorized by domain - e.g., in MODAF there are seven viewpoints.
Applications.
Although originally developed by the UK Ministry of Defence, MODAF is the standard architecture framework for other organisations, such as:
In addition, revision 3 of the NATO Architecture Framework (NAF) is identical to MODAF at its core but extends the framework by adding views for Bandwidth Analysis, SOA and Standards configurations.
MODAF is also the basis for other frameworks such as TRAK, a domain-free framework, which is based on MODAF 1.2


Lords of Chaos (video game)

Lords of Chaos is a turn-based tactics tactical role-playing game published by Blade Software in 1990. It is the sequel to "Chaos" and an ancestor of the popular X-COM series of games, also written by Julian Gollop. In "Lords of Chaos" each player controls a wizard who can cast various magic spells. The spells have various effects, for example summoning other creatures (which the player also controls), or damaging opposing creatures and wizards. The game can be played against a computer-controlled opponent or by up to four human players.
Gameplay.
Before embarking on the game's levels, the player is asked to design a wizard. This is done by splitting experience points amongst mana, action points, stamina, constitution, combat, defense and magic resistance. Remaining experience points are spent on spells. Spells may be offensive in nature (Magic Bolt, Curse), potions (Speed Potion, Healing Potion), utility (Teleport, Magic Eye) or summoning (Goblin, Unicorn, etc.). These spells continue the theme from "Chaos" and include some of that game's more unusual elements (Gooey Blob, for example). After completing each scenario, the player may spend accumulated experience points to further improve their wizard.
The aim of each level of the game is for a player's wizard to reach a portal which appears after a preset number of turns. To do this, the player's wizard and creatures move around a map composed of square tiles, each of which represents one of various terrain types (for example, forest or the wall of a building). During a player's turn, only the parts of the map which that player's wizard or creatures have previously seen are shown, thus leading to other human players having to look away from the screen during each turn to avoid learning information they "shouldn't" know. Points are awarded for a player's wizard reaching the portal, for holding items of treasure (for example, valuable gems) when the wizard reaches the portal, or for enemy creatures killed during the level. Each level ends when all wizards have reached the portal or been killed, or when the portal disappears after a fixed number of turns (in which case all the remaining wizards lose). During each turn, each creature has a fixed number of action points which it can use to accomplish actions, for example moving, fighting hand-to-hand or shooting ranged weapons. When a creature's action points are used up for the turn, it can take no further actions until all the players have had a turn.
The game came shipped with three scenarios: "The Many Coloured Land" provided both indoor and outdoor environments; "Slayer's Dungeon" was a traditional monster-inhabited dungeon containing a powerful sword; and "Ragaril's Domain" was single-player only, set in a trap-filled palace. An expansion pack was also available if purchased directly from Mythos Games which contained two further scenarios: "Islands of Iris" and "Tombs of the Undead", the latter being single-player only.
A demonstration scenario called "Escape From Zol" was released on the covers of "Your Sinclair" and "Zero" magazines. It was single-player only and very similar in style to "Ragaril's Domain" where the player had to escape from a trap-filled building. However, even if the player won, their wizard's experience could not be used in the other five scenarios.
Release.
"Lords of Chaos" was released on both 8-bit and 16-bit platforms. The 8-bit versions (for the ZX Spectrum, Commodore 64 and Amstrad CPC) were released in April 1990, with the 16-bit versions (Atari ST and Commodore Amiga) following in August 1991. The prices were £9.95 for the Spectrum/Commodore 64/Amstrad CPC tape, £19.95 for the Atari ST disk and £24.95 for the Commodore Amiga disk. An IBM PC version was scheduled for release but never emerged.
Reception.
The Spectrum version of "Lords of Chaos" was reviewed in 1990 by "Your Sinclair", awarding 90%, and by "CRASH", awarding 80%. Both reviews highlighted the game's detailed, colourful graphics and the complexity and depth of the strategic gameplay.
The game won the award for best adventure game of the year, as voted by the readers of Crash. It was also voted number 21 in the Your Sinclair Readers' Top 100 Games of All Time".


Divekick

Divekick is a 2D competitive fighting game originally developed by One True Game Studios, an independent collective made up of a group of competitive gamers. A demo of the game was showcased at several competitive events, and after a positive reaction, the group created a Kickstarter campaign to fund the creation of a full version for release on Microsoft Windows. The Kickstarter project was canceled after it was announced that developer Iron Galaxy Studios had agreed to co-develop and release the game. The name "Divekick" is a reference to a common mechanic in many fighting games in which some characters can jump in the air and do a diving kick with a sudden increase in momentum. In fighting games, dive kicks are usually very powerful, abusable tactics. The gameplay in "Divekick" revolves entirely around this mechanic. Various aspects of the game, such as its character roster, also serve to satirize other fighting games and fighting game community culture. The game was released for PlayStation 3, PlayStation Vita, and Microsoft Windows via Steam Greenlight on August 20, 2013 in English-speaking regions. The game was released in Japan on September 17, 2014. A major balance update to the game, titled Divekick: Addition Edition, was released in April 2014, and a port of the game for PlayStation 4 and Xbox One, titled Divekick: Addition Edition +, was released on October 7, 2014.
Gameplay.
"Divekick" is a comedic parody of fighting game motifs and contains many humorous references to games (especially those in the "Street Fighter" franchise) as well as inside jokes from within the competitive fighting game community. Unlike most fighting games, which are played using many buttons for many different kinds of movement and attacks, "Divekick" is played using only two buttons, Dive and Kick. Pressing Dive causes the character to perform a vertical jump, with each character having different jump height and speed. After Diving, the player can press the Kick button to perform a diving kick, with each character kicking at a different speed and angle. Pressing Kick while standing performs a backward evasive hop for most characters called a "kickback". Using these moves is the only way to move, evade, attack, and dodge. Performing a divekick will partly fill a Kick Meter displayed at the bottom of the screen. This meter can be partially expended to perform a special move, activated by pressing both buttons at once. Each character has two unique special moves: one used on the ground, and one used in the air. By performing a kick when the Kick Meter is filled entirely, players will activate "Kick Factor", a reference to the "X-Factor" mechanic in "Ultimate Marvel vs. Capcom 3". Kick Factor gives the player a temporary speed boost and a slightly more advantageous kicking angle. Some characters also gain special properties, such as invulnerability, while in Kick Factor.
The game features a health bar for each player, but it is only there for humorous and stylistic purposes, as the round is lost after being hit only once. If a player wins a round by kicking an opponent directly in the head, called a "Head Shot" in reference to first-person shooters, that player will be considered "Concussed." A Concussion empties the player's Kick Meter and reduces their character's speed and jump height for a few seconds at the beginning of the next round. Kick Meter cannot be regained until Concussion ends.
Before each match, the players are allowed to choose a gem, a parody of "Street Fighter X Tekken"s gems. There are four different gems, each with a different special effect such as increasing kick speed or increasing Kick Meter gain. The beta version of the game included an unselectable "DLC" gem which would drastically buff the character if it were available, parodying Capcom's controversial strategy of forcing users to pay for additional DLC that is already written onto the game disc.
The game includes a mechanic known as "Hold the Line" to reduce the potential of draws due to the timer expiring. In the final seconds of the round a vertical red line will appear in the center of the stage, and if the timer runs out, the character who is closest to the line will be declared the winner. If both players are of equal distance to the line, the god of Divekicking's giant foot will crush both players, taking away whatever meter they have, and a draw will be declared.
Miscellaneous.
Fraud Detection, a reference to an inside joke within the competitive fighting game community wherein a player who does not perform as well as expected is labeled a "fraud." If a player loses four games in a row without winning one, the game will activate a "Fraud Detection Warning". Losing afterwards will announce "Fraud Detected", but winning will avert it.
Choke Detection, a reference to another inside joke within the competitive fighting game community in which a player does well initially, pushing the other player to an overwhelming degree, only to lose the rest of the match, stating that he "choked." When a player is put into "Fraud Detection Warning", averts it, then wins four rounds in a row afterwards, the game will activate a "Choke Detection Warning". Like Fraud Detection, the game will announce "Choke Detected" if he loses and avert it if he does win the round, and thus the match.
Double KO, an act where both players manage to kick each other at both players' hitboxes. The round is considered a draw and no points are awarded to either player and will take either player out of Kick Factor and Concussion. If both players manage to get a Double KO at least twice in a row, the game will declare the match "Staged", a reference to players who go into matches with a pre-determined outcome causing drama for the intention of entertaining crowds or both players decide not to take said match seriously, especially if both players decide to split the pot winnings (often referred to as collusion).
Characters.
The game features a roster of 15 characters. Each character's appearance, stance, and animations are inspired by famous fighting game characters who are known for having a dive kick. The characters vary in speed, jump height, and kick angle, making some match-ups more advantageous than others.
Reception.
"Official PlayStation Magazine Benelux" said it was "A fighting game with subpar graphics and just one attack should not get more than 10/100, but it actually is pretty fun. When playing multiplayer." "IGN" said "It is unfortunate that there’s not a better single-player mode, and more unfortunate that Divekick’s cultural insensitivity can be downright cringe-worthy, but it’s still a successful experiment in simplified fighting." "GameSpot" said "Divekick's single-player game is lacking, but this two-button brawler turns into feet-flying fun with friends." "Game Informer" said "In the right environment and with the right people, Divekick offers some fun. But the lack of online lobbies drastically limits those opportunities. Like most novelties, the fun of Divekick is short-lived." "Edge" said "What had the potential to showcase to the uninitiated what makes fighting games so special has become a game aimed too squarely at those who already know." "GamesRadar" said "Though the path to boot-stomping nirvana is fraught with flaws, Divekick succeeds at simplifying high-level concepts into a bite-sized experience that only gets better with time." "Joystiq" said "Maybe Divekick is the future of fighting games. Maybe the hardcore tournament set really does want a fighter so barebones that it's basically marrow. Everyone else would be better served going elsewhere for their virtual pugilism fix."


Flag of the Community of Madrid

The flag of the Community of Madrid is crimson red, with seven five-pointed stars in silver, placed four and three in the centre of the field.
The crimson color stands for Castile as Madrid has been historically Castillian, and the stars represents each of the administrative areas of the province of Madrid, which are the City of Madrid, Alcalá de Henares, Torrelaguna, San Martín de Valdeiglesias, El Escorial, Getafe and Chinchón. The stars are also thought to represent either the Ursa Major (The Plough asterism) or Ursa Minor constellation, in reference to the bear of the City of Madrid's coat of arms.


Golden Arena for Best Costume Design

List of winners.
The following is a list of winners of the Golden Arena for Best Film Editing at the Pula Film Festival.


Joe Coleman (game designer)

Joseph Steven Coleman, also known as Joseph K. Adams, is a game designer who has worked primarily on role-playing games.
Career.
As Joseph K. Adams, he is a Los Angeles playwright and minor radio personality.
After Janie Sellers stepped up to be the line editor for the second edition of the "SkyRealms of Jorune" from Chessex, Joe Coleman was given a free hand to move forward on SkyRealms products as time allowed. Coleman produced supplements such as "The Gire of Sillipus" (1994) and "The Sobayid Atlas" (1994) later in the line's history. In its latter days, after the principals decided to pull the license from Chessex, "Jorune" received some support through a selection of fanzines, including Joe Coleman's "Sholari" (1993-1995).
In 2003, Joe retired to North Carolina and took back his birth name of Joseph Kessler Adams. He continues to publish to the current day.


Soen (magazine)

 is a Japanese monthly women's magazine with a special focus on fashion. The magazine is based in Tokyo, Japan. Founded in 1936, it is the first fashion magazine in the country. It is also the oldest Japanese fashion magazine still in publication.
History and profile.
"Soen" was established by Bunka Fukusō Gakuin (meaning Bunka Fashion College in English) in 1936. The magazine is published by Bunka Publishing Bureau on a monthly basis. It has a sister publication, "High Fashion". "Soen" targets women.
In the 1950s "Soen" featured articles on Paris fashion week. In addition, the magazine also covered new look style of Dior between 1948 and 1950. It awards the Soen Prize, which was formed in 1956. Some of the Japanese fashion designers won the prize include Junko Koshino, Yohji Yamamoto, Kenzo Takada, Kansai Yamamoto, Tokio Kumagai, Kensho Abe, and Yusuke Takahashi.


Stieg Hedlund

Stieg Hedlund (born 1965) is a computer and video game designer, artist, and writer with over 25 years of experience who has worked on more than 30 games in the video game industry. Although he is probably best known for his work in action RPGs, he has also worked on games in each of the real-time strategy, tactical shooter, beat-'em-up and action-adventure genres on the PC and almost every dedicated game console. He has a professed interest in conlangery and linguistics.
Design philosophy.
Despite his lengthy resume, Hedlund is not known for having the "rock-star attitude" common among well-known designers in the industry. Hedlund has said that he is "more interested in how the audience feels" about his games than in the "accolades of (his) fellow game designers". He has further stated in interviews that he believes in a collaborative environment and that his door is "always open to anyone who had a design idea".
Experience.
Raised in the Chicago area, Hedlund contributed to and co-ran a small but successful minicomic during high school. He became a pen & paper RPG designer "by the age of 16" after exploring "scenario creation, rule variants, balancing" and the like in Dungeons & Dragons.
Hedlund began his career in the electronic entertainment field in 1987 at Infinity Software, a small publisher of games for the Macintosh, Commodore 64 and Amiga.
Hedlund moved on to Japanese publisher Koei in 1990, which had established a North American subsidiary, Koei Corporation, in California two years earlier. Working at Koei both in Northern California and Japan, he was the lead designer for and/or originated a number of games including "Liberty or Death", "", "Gemfire" and "Saiyuki: Journey West". In 1995, shortly after Hedlund left the company, the subsidiary ceased its game development efforts.
After working on an unreleased "Lord of the Rings"-based title for Electronic Arts in the early '90s, Hedlund interviewed with Condor Software (the future Blizzard North), then working on "Justice League". According to Hedlund the game concept "wasn't very appealing to me", leading to his instead going to work for the Sega Technical Institute in 1994, where, as an artist and game designer, he worked on titles like "Comix Zone", "The Ooze" and "Sonic X-treme". Hedlund has stated that in addition to his gaming experience, his experience "living and working in Japan" was another reason he was hired on at STI, since STI collaborated and integrated more game professionals from Japan than any of Sega’s other studios.
In 1996, three years after he first interviewed with the company, Hedlund ran into the three founders of Condor (STI and Condor were closely located on the eastern edge of the SF peninsula). He was impressed by the potential of their latest game, "Diablo", and immediately joined the team taking on the lead design role. Three months before the release of "Diablo", Blizzard acquired Condor and renamed the company Blizzard North. "Diablo" would go on to become one of the most highly rated games of 1996.
In the wake of "Diablo"'s success, Hedlund designed the record-breaking "Diablo II", which was released in 2000. The title went on to become the second-best-selling PC game of all time, the number one-selling RPG on the PC with over 15 million units sold and, according to the 2003 edition of the "Guinness Book of World Records", the fastest selling computer game ever sold, with more than 1 million units sold in the first two weeks of availability. According to the 2008 Guinness Gamer's Edition, the title still holds the record. "Diablo II" was also the recipient of many of the game industry's most prestigious awards, including the 2001 Academy of Interactive Arts & Sciences Game of the Year Award.
While at Blizzard, he also participated in the design of both "StarCraft" and the "" expansion pack. Starcraft was the best-selling PC game of 1998 and received numerous Game of the Year awards. A decade later it remains one of the most popular online games in the world, and was even named “the Greatest Game of All Time” by GameSpot. "Diablo II: LOD" was released in 2001, and helped to “reinforce the staying power of an already legendary RPG”. It too received numerous awards, including several for Best Expansion Pack of the Year, and tied with "Baldur’s Gate II" for Best RPG of the Year.
On April 17, 2000, Hedlund announced that he would be leaving Blizzard North "as soon as his responsibilities for "Diablo II" (had) been fulfilled" in order to start a new game-development firm called Full-On Amusement Company with business partners, programmers,and artists from Virgin Interactive, Sega, Sony Computer Entertainment, Electronic Arts, and Maxis. During this time, Hedlund was also named as the designer to collaborate with five-time Academy Award nominated director David Lynch on his unreleased "Woodcutters from Fiery Ships" game project.
Later in 2000, Hedlund joined Konami as the company's Creative Director and worked on titles such as the iconic "Frogger" and "Contra" series. In 2002, he went to work as Creative Director for Ubisoft/ Red Storm Entertainment on games such as "Tom Clancy's Ghost Recon 2" and ', as well as contributing to '. He also spent some time with Oddworld Inhabitants doing foundational work for ".
Beginning in August 2004, Hedlund signed on with Perpetual Entertainment as Design Director on the " MMORPG, officially announced in March 2005. The game was shown at E3 2006 and received several "Best of Show" awards, with particular notice being paid to its innovative "minion" system. Although it was well into “content complete” beta testing by September 2007, the technology behind the game could not be stabilized, and after numerous delays and several rounds of layoffs the game was "indefinitely suspended" in mid-October 2007 even as further stability testing was underway. Hedlund left the company during its ensuing dissolution in the months that followed. Eventually the game got published in June 2011.
Current projects.
After leaving Perpetual, Hedlund founded Turpitude an independent game development firm, along with partner Natalie Fay. As the Chief Creative Officer for Turpitude Design, Stieg oversees the team of game designers and producers working on the company's projects.
Recognitions and awards.
IGN named Hedlund as being one of the top 100 game creators of all time (number 62). His games have an average rating of 88%, and have received numerous awards including:
"Diablo": GameSpot's Game of the Year Award, and #1 spot of all PC games.
"StarCraft": GameSpot Greatest Games of All Time, Academy of Interactive Arts & Sciences Game of the Year, Computer Gaming World Game of the Year, PC PowerPlay Game of the Year, PC Gamer Real-time strategy Game of the Year, Games Domain Strategy Game of the Year, GameInformer 35th Greatest Game of All Time.
"Diablo II": Guinness Book of World Records Fastest Selling Computer Game Ever Sold, Interactive Achievement Awards Computer Game of the Year, Interactive Achievement Awards Computer Role Playing Game of the Year, Interactive Achievement Awards Game of the Year, PC Gamer #16 "50 Best Games of All Time", PC Gamer #82 "Top 100 Games", Computer and Video Games #25, "The 101 Best PC Games Ever", GamePro #11 "The 32 Best PC Games", Destructoid #7 "Top Video Games of the Decade".


Jamie Chambers

Jamie Chambers (born January 25, 1975) is an American game designer who works primarily on role-playing games, contributing in a variety of genres. He served as Vice President of the non-profit Game Manufacturers Association, a trade association for the hobby games industry, from 2007 until 2016, when he chose not to seek re-election. He succeeded Marcus King for the post. Chambers worked with Margaret Weis at Sovereign Press in 1988, then transitioned with her to Margaret Weis Productions (MWP) where he served as Vice President and Lead Designer. While there, he created the Cortex System, a role-playing game ruleset that has been used by MWP since that time.
Career.
Jamie Chambers contributed to the mythos of the world for Sovereign Stone through short stories, as well as by running the Sovereign Stone website. Margaret Weis and Don Perrin, along with Chambers and Christopher Coyle, wrote the licensed "Dragonlance Campaign Setting" (2003) for publication by Wizards of the Coast, and afterward Sovereign Press was allowed to expand and supplement that book using the d20 license. After Perrin left Sovereign Press and Weis created Margaret Weis Productions, the company's new direction kicked off with the Cortex System and the "Serenity Role Playing Game" (2005).
Through Margaret Weis Productions, Chambers also created and published the role playing games Battlestar Gallactica and Supernatural. At the time, Serenity RPG was the most popular role playing game since the original Dungeons and Dragons, requiring four print runs in the first year of publishing.
Cortex System.
Chambers created the Cortex System for the Serenity Role Playing Game during his time at Margaret Weis Productions. He then used it for additional licensed game supplements, several of which were based on television shows and movies, including Battlestar Galactica and Supernatural. The Cortex System shifted away from gameplay determined by the rules toward a gaming experience guided by them, which was considered a necessary step to counterbalance the computerization of role playing games. The system allows the game to evolve throughout a game session, providing the players with ways to create and modify the rules to meet their needs. The system was later adapted into Cortex Plus and Cortex "Prime" by Cam Banks when he took over for Chambers at Margaret Weis Productions as lead designer. Banks later founded Magic Vacuum, a production studio that has licensed the original Cortex System and the revised Cortex Plus, which is considered more narrative than the original Cortex system, building on the move away from systems constrained by rules and allowing further differentiation from computerized role playing games.
Bibliography.
Roleplaying Supplements
Short Fiction
Short Nonfiction


Leanne Marshall

Leanne Marshall (born October 10, 1980 in Yuba City, California) is a fashion designer in Portland, Oregon. She was the winner of season 5 of "Project Runway".
Project Runway.
Leanne Marshall and Wesley Nault were the bottom two design contestants in Episode 2 of Project Runway, "The Grass Is Always Greener". In Episode 3, "Bright Lights, Big City", Marshall was among the top three design contestants. She maintained a good stride throughout the rest of the competition, consecutively winning two challenges: "Fashion that Drives You" and "Double 0 Fashion".
Marshall was chosen as one of the final top three design contestants and designed a wave-inspired collection for the final competition. Her collection was judged against collections by Collins with some of Collins' personally hand-painted fabrics, and with hints of African inspiration. Leanne Marshall's feminine waves captured the judges and she became the winner of Season 5.
Design career.
Marshall began her runway fashion career in 2006 and 2007 at Portland Fashion Week in Portland, Oregon. After a year and a half of hard work developing the line, Leanne's popularity grew and so did her sales. In mid 2007, she was able to leave her money job behind and make the leap into designing her own label full-time.
In 2008, Leanne was selected as a contestant for Season 5 of Project Runway. She made it all the way to the finale where she showed her wave inspired collection in shades of turquoise, ivory and sand. She was crowned the winner.
Marshall created an eco-friendly line for bluefly.com that debuted in July 2009. At that same time, she also designed a maternity dress for Heidi Klum.
Fresh after her Project Runway win, Leanne relocated to New York City where she continued to develop her line.
After years of designing custom bridal gowns, Leanne officially launched her signature bridal line in 2011. The bridal collection is carried in over 18 boutiques internationally and online. In 2014, she released an exclusive selection of dresses with BHLDN.
Her design studio and flagship showroom is located in New York City's Fashion District.


CAMP (studio)

CAMP is a Mumbai-based studio for transdisciplinary media practices founded by Shaina Anand (born 1975 in Mumbai, India) and Ashok Sukumaran (born 1974 in Sapporo, Japan). CAMP's work has been concerned with the history and politics of technology and experimental video and audio.
CAMP's work has been exhibited internationally, including at the 2010 Liverpool Biennial, the 2011 Sharjah Biennial, the 2012 New Museum Triennial, Documenta 13 in Kassel and Kabul, the 2013 edition of the Viennale, the 2014 edition of the Shanghai Biennale, and the 2017 edition of the Skulptur Projekte Münster.
History.
CAMP was founded in Mumbai in 2007 by Shaina Anand and Ashok Sukumaran.
Shaina Anand was born in 1975 in Mumbai, India. She received a BA in History from RD National College in Mumbai and attended an MFA in Film and Media Arts at Temple University. Prior to co-founding CAMP, Anand founded http://ChitraKarKhana.net, a media production unit based in Mumbai.
Ashok Sukumaran was born in 1974 in Sapporo, Japan. He holds a bachelor's degree in Architecture from the School of Planning and Architecture in New Delhi, India and an MFA from the Department of Design/Media Arts from the University of California, Los Angeles.
CAMP has also had other members over the years, including Sanjay Bhangar, Hakimuddin Liliyawala, Iyesha Geeth Abbas, Nida Ghouse, Zinnia Ambapardiwala, and Simpreet Singh.
In 2008, CAMP co-initiated https://Pad.ma, short for Public Access Digital Media Archive, an online archive of annotated video material, and in 2013 co-initiated https://indiancine.ma, the online database and archive for Indian Cinema.In 2020, they were awarded the 7th Nam June Paik Art Center Prize.


Robert Cary-Williams

Robert Cary-Williams is an avant-garde British fashion designer.
Robert Cary-Williams studied fashion design at Central Saint Martin’s College of Art and Design, and set up his own-name label in 1998. In 1999, he won the British Fashion Council's New Generation Award.
His clothes have been described as experimental, severe, "yet surprisingly wearable." In 2001 he was invited to present designs from his Spring/Summer 2002 collection at the Victoria & Albert Museum for their regular "Fashion In Motion" live shows. This event, held several times a year since 1999, showcases the work of leading current fashion designers. For his presentation at the Museum, Cary-Williams showed historically inspired garments made from antique fabrics combined with leather and rusted metal.


Ted Alspach

Ted Alspach is an American game designer and CEO of Bezier Games, Inc. He is best known as the designer of "Castles of Mad King Ludwig", "Suburbia",
"One Night Ultimate Werewolf", "Ultimate Werewolf", and "Werewords". Alspach is also one of the world's leading experts on "Adobe Illustrator". He served as its Group Product Manager for several releases and published 18 books on it over the course of 20 years.
Early life & education.
Alspach was born in New York on February 1, 1968, and grew up in Southeastern Pennsylvania. He credits his father and grandfather with instilling in him a love of board games from a very early age. He received a B.S. in Marketing from Messiah College in Grantham, PA. While there, he founded and published a school magazine there, "The Grand Tham", funded entirely by local business advertisements.
Career.
As a college senior, Alspach interned at Laser Graphics 2000, one of the country's first graphics service bureaus. This turned into an opportunity in system design and training as the small company transitioned into Teeple Graphics (which enabled printing and graphics companies to move from analog to digital tools). During this time, Alspach designed two popular typefaces: RansomNote and LeftyCasual, the latter of which has been used for branding for Comedy Central, Pixar, and Levi Strauss & Co.
Writing.
As a result of developing training curriculum, Alspach began writing reviews and how-to articles for magazines such as "MacAddict" and "Macworld". He published his first book, "The Macworld Illustrator Bible", in 1995, which contained a foreword written by Pierre Bézier. Over the next several years, Alspach wrote more than 30 books on graphics and desktop publishing, including the bestselling "Illustrator For Dummies" series.
Product Management.
Alspach worked at Adobe as Group Product Manager for Illustrator and the Creative Suite from 1999 to 2006. He oversaw the release of Illustrator 9, 10, CS, CS2, and Creative Suite CS, CS2, and was responsible for many transformative Illustrator features including Live Effects, Transparency, Envelopes, and the integration of Adobe Dimensions 3D software into Illustrator. At Adobe, he also authored a patent for vector-based flares.
Alspach also worked in product management at Intuit and Corel, as well as gamification software company Bunchball, before leaving the software industry completely in 2013.
Bezier Games, Inc..
Alspach's journey in the game industry began with publishing several expansions for "Age of Steam". He founded Bezier Games in 2006 with the release of "Start Player".
Alspach's games range from social deduction and party games to mid-weight strategy games. He has carved out a unique niche with werewolf themed games, from "Ultimate Werewolf" to "Werewords" to the "Silver" series of card games. Alspach is credited as having designed over 80 stand-alone games and expansions.
Bezier Games, Inc. now publishes many games designed by Alspach, as well as other distinguished designers such as Tom Lehmann, Freidemann Friese, Scott Caputo, and Rob Daviau. In addition to being the CEO of Bezier Games, Inc., Alspach continues to design new games and to develop titles from other designers.
Awards.
"Suburbia" and "Castles of Mad King Ludwig" won the Mensa Select award. His 2015 title "One Night Ultimate Werewolf" was on the Spiel des Jahres Recommended list due to its revolutionary app integration. In 2019, "Werewords" was a Spiel des Jahres finalist.
Game list.
The following are the games and game expansions designed by Alspach, including original publication date:
Book list.
The following are the books written by Alspach, including original publication date (English versions only):


FHM Australia

FHM was the Australian edition of the British monthly men's lifestyle magazine called "FHM". The magazine was published between April 1998 and May 2012 in Australia.
History and profile.
"FHM Australia" was first published in April 1998. The founding company was EMAP Australia. The magazine was part of and published by ACP Magazines. The company acquired EMAP Australia in 2008. The headquarters was in Sydney. Guy Mosel served as the editor-in-chief of the magazine, which was published on a monthly basis.
In 2006, Lauryn Eagle won the FHM Lara Croft Challenge involved physical challenges of shooting, running, ropes, ladders, 4-wheel driving and swimming. "FHM Australia" went defunct with its May 2012 issue.
"FHM" 100 Sexiest Women in the World.
Each of "FHM"'s international editions publish yearly rankings for the sexiest women alive based on public and editorial voting through the magazine's website. Dates of magazine issues, winners, ages of winners at the time of selection, and pertinent comments are listed below for the Australian edition.


Don Loper

Don Loper (April 29, 1906 – November 21, 1972) was an American costume and necktie designer, as well as a screenwriter, choreographer, associate producer, actor, and assistant to MGM musicals producer Arthur Freed. He began his career as a dancer and was teamed with Ginger Rogers in the film "Lady in the Dark" (1944).
Loper is also known for introducing Judy Garland to her future husband, director Vincente Minnelli ("Meet Me in St. Louis"). Loper was born on April 29, 1906 in Toledo, Ohio, USA as Lincoln George Hardloper. He is known for his work on It's a Pleasure (1945), Sofia (1948) and Lady in the Dark (1944). He was married to Violet Hughes. He died on November 22, 1972 in Santa Monica, California, USA.
Loper's works, some of which were designed for stars like Ella Fitzgerald and Lucille Ball are featured in the Los Angeles County Museum of Art and the California African American Museum. He played himself in an episode of "I Love Lucy" titled "The Fashion Show" in 1955. Loper would design stewardess uniforms for Pan American Airways.
Death.
He died at UCLA Medical Center, California, from complications following tracheostomy cuff balloon slippage.


William Kneass

William Kneass ( "niece"; September 25, 1780 – August 27, 1840) was the second Chief Engraver of the United States Mint from 1824 until his death in 1840.
Kneass is credited with designing the "Classic Head" motif, which appeared on numerous denominations of American currency, including the gold quarter eagle ($2.50) and half eagle ($5.00) gold pieces from 1834 to 1839. He also modified John Reich's "Capped Bust" design for use on the half dime through half-dollar from 1829 to 1837.
Early life and career.
William Kneass was born September 25, 1780 in Lancaster, Pennsylvania. He served in the War of 1812 as a volunteer associate of the field engineers, and helped construct fortifications on the western front of Philadelphia. He ran an engraving office on Fourth above Chestnut Street, Philadelphia, which was a popular meeting place for "leading wits and men of culture". Kneass also worked as an engraver of plates for bookwork. Although he mainly worked in line engraving, he was also known for producing aquatints. He also worked in two other engraving firms that bore his name: Kneass & Dellaker, and Young & Kneass & Co.
Chief engraver of the U.S. Mint.
On January 29, 1824, Kneass was appointed Chief Engraver of the United States Mint. During his tenure as Chief Engraver, he oversaw production of gold coinage, and circulating coinage.
In 1830, Kneass redesigned the quarter, and in 1834, redesigned the gold coinage. He also introduced a new Liberty head on the half dollar, a design that was modified several times over the next two years. In 1835 Mint director Samuel Moore wrote of him: "Mr. Kneass, our present engraver ... is an acceptable, popular and very useful Officer, perhaps one of the most rapid in execution in the U. States. I do not know whether another could be found, whose celerity in his profession could have sufficed to furnish all the dies we have necessarily employed within the last five years."
On August 27, 1835, Kneass suffered a debilitating stroke that left him paralyzed on his right side. Once second engraver Christian Gobrecht was hired, he did most pattern and die work until Kneass died in office on August 27, 1840. Kneass was succeeded by Gobrecht as Chief Engraver on December 21 of that year.
Personal life and legacy.
Kneass was married to Mary Turner Honeyman Kneass. One of their 6 children, Samuel Honeyman Kneass (1806–1858), was a notable civil engineer and architect, based in Philadelphia. Another, Strickland Kneass (1821–1884), was an engineer.
Kneass was remembered as "a warm gentleman of the old-school, who had the rare quality of engaging and winning the esteem and affection of children and youth"


Sue Weinlein Cook

Sue Weinlein Cook is a game designer and editor who has worked on a number of products for the "Dungeons & Dragons" fantasy role-playing game from TSR, and for Monte Cook's Malhavoc Press.
Biography.
Sue Weinlein was born in Green Bay, Wisconsin, and grew up in the Milwaukee area. Her first exposure to the "Dungeons & Dragons" game was in junior high: "I'm embarrassed to admit this... I really didn't get it at first. I just couldn't make the transition from board games to roleplaying games." After living in Tennessee for a few years, she returned to Milwaukee and attended Marquette University, earning degrees in Journalism and Spanish.
While in college, Weinlein made her first contact with someone from TSR. "I was at a science fiction convention where I attended a panel on writing and editing books in a shared world series. James Lowder, then an editor with the TSR book department, was on it. I talked with him afterward about his job, and he invited me to tour the TSR offices in Lake Geneva." Eighteen months after taking that tour, Weinlein applied for a position at TSR as an editorial assistant, and was hired in 1992. In addition to being the book department's editorial assistant, she also worked as a game editor and designer.
Sue Cook became the assistant creative director for the Dragonlance line, and brand manager for the "" and "Marvel Super Heroes Adventure Game" lines. Cook helped design the SAGA System game rules, laying the foundation for the Fifth Age of Krynn: "I am extremely pleased to have been part of the Dragonlance team. Margaret Weis and Tracy Hickman were a pleasure to work with". Cook was also involved with the production of the "Dragonlance Fifteenth Anniversary Edition" as one of her last projects in the Dragonlance line. She was also responsible for the invention of the web enhancement concept, where bonus content would be put online to accompany a roleplaying book.
In October 1998, Cook moved to the Wizards of the Coast Periodicals division and became the managing editor of "Amazing Stories". Of the move, she says "there are very few jobs that could have taken me away from Dragonlance, and this was one of them. It's an honor working on a publication with the history and reputation of "Amazing Stories"."
Works.
Sue Weinlein Cook has done editing work on many "Dungeons & Dragons" and other TSR and Wizards of the Coast game products from 1993 to 2002. She did some design work for the "Dragonlance Fifth Age" set.
In 2001, she began doing production and editing work for Malhavoc Press. She edited the 2004 short story collection "Children of the Rune".
Personal life.
Cook was married to fellow game designer Monte Cook.


Kerby Jean-Raymond

Kerby Jean-Raymond is an American fashion designer and founder of the menswear label Pyer Moss.
Career.
Jean-Raymond first came into the spotlight for his presentation of Pyer Moss' Spring 2016 Menswear Collection during New York Fashion Week.
The show highlighted police brutality, referencing the Black Lives Matter movement through use of video, street art, and fashion. Jean-Raymond has made public comments about his experience as a teenage victim of driving while black. Kerby Jean-Raymond collaborated with R&B singer and activist Erykah Badu who styled Jean-Raymond's Pyer Moss AW16 line for the 2016 New York Fashion Week show. The featured collection was titled "Double Bind."
His brand, Pyer Moss, won the FGI Rising Star Award in the menswear category in 2014. Also in 2014, he was a finalist in the DHL Exported Prize presented by IMG Worldwide. He was recognized by the "Forbes" "30 Under 30" list in 2015. Jean-Raymond was featured on "Cultured Magazine"s fashion issue cover in April 2019.
During Paris Fashion Week in February 2019, Odell Beckham Jr. wore a Pyer Moss Collection 2 hoodie. Others who have been seen in Pyer Moss include producer Swizz Beatz, Kiandra Layne, Gabrielle Union-Wade, Colin Kaepernick and First Lady Michelle Obama.
In September of 2020, Jean-Raymond was named Global Creative Director of sportswear brand Reebok. His label Pyer Moss was also awarded the top prize at the fifteenth CFDA/"Vogue" Fashion Fund awards that same month.
Background.
Listed in "Forbes" 2015 "30 Under 30" in Art And Style, Jean-Raymond began designing at a young age. He landed his first apprenticeship at 14 years old while still attending The High School of Fashion Industries in Manhattan. He started his first fashion label called Mary's Jungle at the age of 15. Taught by Kay Unger, Jean-Raymond worked on Unger's first women's evening collection.
He launched Pyer Moss in 2013.


Times and Trends Academy

Times and Trends Academy is a Pune-based institute. It offers Diploma and Undergraduate courses in Interior Designing, Fashion Designing, Event Management, Animation, Finance and Accounts, Image Makeover, and Jewelry and Accessory Designing.
History.
Times and Trends Academy (TTA) was established in 2003 by Amit Agrawal, who also serves as the current president of the institute. TTA started with a single centre in Pune in the Deccan Gymkhana locality, and which now serves as its current head office. TTA employs over 150 academic staff (excluding guest trainers) and has trained over 3500 students.
Campuses.
As of May 2018, TTA has established seven centres across different regions of the city. This includes the institute’s head office which is in the centrally located Deccan Gymkhana area. Others in Pune include Koregaon Park, Wakad, Wanowrie, Sinhagad, Kothrud, and Chinchwad. TTA also operates outside Pune, with one campus in Aurangabad (in Osmanpura) and the other, the newest one in Guwahati.
Academics.
TTA offers several vocational courses and reverse innovation courses in multiple service domains including fashion designing, interior designing, and event management.
National and international alliances.
In 2013, TTA got into a long term association with YCMOU (Yashwantrao Chavan Maharashtra Open University). Internationally, TTA has an association with the City of Oxford College, UK. "." This program entails a 1-month residential program in London for fashion designing, event management and interior designing courses. Times and Trends Academy got into a long term association with ACCA (Association of Chartered Certified Accountants) . TTA offers BSc (Hons.) Degree affiliated to Oxford Brookes in Applied Accounting to ACCA students.


Joseph Sifakis

Joseph Sifakis () is a Greek-French computer scientist with French citizenship, laureate of the 2007 Turing Award, along with Edmund M. Clarke and E. Allen Emerson, for his work on model checking.
Biography.
Joseph Sifakis was born in Heraklion, Crete in 1946 and studied Electrical Engineering at the National Technical University of Athens and Computer Science at the University of Grenoble under a French scholarship. He received a doctorate in 1974 from the University of Grenoble, where he also received a state doctorate in 1979.
He was awarded in 2009 a Dr. h.c. from the École Polytechnique Fédérale de Lausanne, Switzerland, where he has been appointed Full Professor in 2011 (at the School of Computer and Communication Sciences).
Sifakis lives in France, whose citizenship he took in 1976 and works for the Centre national de la recherche scientifique at the VERIMAG laboratory near Grenoble, of which he is a founder.
He is also coordinator of Artist2, the European Network of Excellence for research on Embedded Systems.
He is a grand officer of France's national order of merit and commander in France's Legion of Honour.
He received the Leonardo da Vinci Medal in 2012. In 2009 he received the Award of the Hellenic Parliament Foundation for Parliamentarism and Democracy. He is a commander of the Greek National Order of the Phoenix.
In 2019, he was elected a Foreign Member of the Chinese Academy of Sciences


Stephen V. Cole

Stephen V. Cole is an American game designer and the CEO of Amarillo Design Bureau (also known as ADB or, incorrectly, Starfleet Games) which publishes "Star Fleet Battles", "Federation and Empire", "Federation Commander", "Prime Directive" (a series of RPGs for D20, D20M, and GURPS), and other wargames set in the Star Fleet Universe. ADB became ADB, Inc., in 1999.
Career.
Stephen Cole is a registered engineer and former Texas State Guard company commander (and operations officer). He was awarded the Texas Medal of Merit with "V" for valor, a non U.S. military citation. In 1973, while a student at Texas Tech, he founded the company JagdPanther Publications, which published "JagdPanther" (1973-1976), a magazine which featured complete small games in every issue as well as scenarios and variants for existing games. A few years later, Allen Eldridge, who Cole met at a local game club in Amarillo Texas, joined Cole at JP. the company published several games separate from the magazine. Cole and Eldridge decided to close down JP in November 1976, and the company shut down in spring of 1977 after paying all of its bills and subscriptions. JP Publications operated from 1973 to 1977.
In the fall of 1978, Cole and Eldridge co-founded Task Force Games which they used to sell only to wholesalers and retailers and not to individuals (until years later when they added mail order sales). They started a "Pocket Games" line, with four science-fiction releases in 1979 designed by Cole: "Starfire", "Asteroid Zero-Four", "Cerberus", and "Star Fleet Battles". Cole had first conceived of "Star Fleet Battles" in 1975, and finally published the game after obtaining a license from Franz Joseph. Cole's "Valkenburg Castle" was also released in 1979, and was the company's first fantasy game. Cole has designed over 100 published games on many subjects. He won two Charles Roberts awards for JagdPanther and several awards for Star Fleet Battles.
Stephen V. Cole took ROTC from 1971-1975 but the Army chose not to offer him an active duty slot and was placed in the inactive reserves, never attending Officer Basic Course (OBC). He has made claim to have taken US Army Command & General Staff School (a master's degree in military science) through the Army Reserve and the influence of his father, a serving Colonel in the U.S. Army at the time. He wrote and published the military intelligence newsletter For Your Eyes Only from 1983-1999. He was a consultant to the military and DIA during this time. He has written over 200 articles on military affairs for several magazines.
In 1983, as the Pocket Games line came to an end, Cole left Task Force Games to form a new company, Amarillo Design Bureau, which would be his design house for future "Star Fleet Battles" products. Through Amarillo Design Bureau, Cole owned and created all products for "Star Fleet Battles, Federation & Empire, etc". After Task Force Games was sold to John Olsen in April 1990, Olsen moved the company back to Amarillo to better coordinate with Cole. Task Force Games published Cole's "Star Fleet Battles Captain's Edition Basic Set" in 1990 and dozens of other products. Cole took over publishing "Star Fleet Battles" in 1999, turning Amarillo Design Bureau into a corporation in the process. "Star Fleet Battles" continues to be published by Amarillo Design Bureau and was inducted into the Academy of Adventure Gaming, Arts, & Design Hall of Fame in 2005 where they stated that ""Star Fleet Battles" literally defined the genre of spaceship combat games in the early 1980s, and was the first game that combined a major license with 'high re-playability'."
Cole was previously a contributor to StrategyPage that "provides quick, easy access to what is going on in military affairs."
Cole has been happily married since 1979 to Leanna. They have owned several Felis bengalensis wildcat crossbreeds. Cole regularly visits the Wild Spirit Wolf Sanctuary where he gives talks on wolf nutrition and behavior as Chef Steve.


Matt Firor

Matt Firor is a video game producer and designer of massively multiplayer online role-playing games (MMORPGs). He is best known for his involvement in games such as "Dark Age of Camelot" and "The Elder Scrolls Online".
Biography.
Matt Firor's first foray into online gaming was a failed attempt in 1987 to license "The Scepter of Goth BBS" MUD. The second, more successful project was the co-founding of Interesting Systems (ISI) with Rob Denton and two others, in 1990. At ISI, Firor was co-designer and lead content developer for ISI's multi-user BBS game "Tempest" (later renamed "Darkness Falls").
ISI merged with Adventures Unlimited Software to form Mythic Entertainment in 1995. Firor stayed at Mythic from 1995 to 2006, where he was the producer of most of Mythic's titles, including the worldwide MMORPG bestseller "Dark Age of Camelot" and its first two expansions.
Firor was vice-president of product development at Mythic, where he was - along with COO Rob Denton - responsible for the management of all of Mythic's development projects. In 2005-06, he led Mythic's internal console technology team which assessed the future of MMORPGs on next-generation console platforms.
In June 2006, Firor left Mythic Entertainment to found Ultra Mega Games, a consulting company specializing in online gaming services. August 1, 2007, he was hired by ZeniMax Media Inc., parent company of Bethesda Softworks, to head ZeniMax Online Studios. Firor is currently the president of ZeniMax Online, and runs the division. He and his team are working on "The Elder Scrolls Online".
Firor has lectured at the University of Virginia and the University of Southern California, and Massachusetts Institute of Technology, and is a frequent speaker at industry conferences.


Jonathan Tweet

Jonathan Tweet (born 1965) is an American game designer from Rock Island, Illinois who has been involved in the development of the role-playing games "Ars Magica", "Everway", "Over the Edge", "Talislanta", the third edition of "Dungeons & Dragons" and "13th Age", and the collectible miniatures game "Dreamblade". In 2015 Tweet released "Grandmother Fish", a full-color, full-sized book about evolution aimed at preschoolers. In 2018 Tweet released "Clades" and "Clades Prehistoric", two card games for children and adults which demonstrate the concept of a clade.
Early life.
Native to Rock Island, Illinois, Tweet is the son of Roald Tweet, Augustana College professor emeritus and a popular local historian, and Margaret Tweet.
Jonathan Tweet started playing "D&D" in the 1970s, when his father gave him his first "Dungeons & Dragons" game. He briefly played with a group of college students, although he says, "but the DM killed me off... because he didn't want a twelve-year-old in his group". Tweet then formed his own gaming group by recruiting classmates. Tweet graduated from Rock Island High School class valedictorian in 1983. He majored in psychology and sociology at his parents' alma mater, St. Olaf College in Minnesota.
Career.
Jonathan Tweet and Mark Rein-Hagen founded Lion Rampant in 1987, while students at St. Olaf College where they also met Lisa Stevens who later joined the company. His article "Egyptian Magic for "Call of Cthulhu"" appeared in "Different Worlds" #47 (Fall 1987), the magazine's final issue. In 1987, Tweet and Rein-Hagen designed the game "Ars Magica", a game centered around wizards in the Middle Ages. Tweet left Lion Rampant and the RPG industry in 1989 to start a new career. Tweet wrote "Festival of the Damned" (1991), an adventure published by Atlas Games for "Ars Magica". Tweet continued to run a game for a group in Rock Island, Illinois, and wrote about the game "Al Amarja" in "Alarums and Excursions"; when John Nephew saw these "A&E" articles he wanted to publish the game, and the result was "Over the Edge" (1992), the first original game from Atlas Games. His design on "Over the Edge" notably involved free-form rules and a subjective approach. Lisa Stevens suggested that Tweet revise the "Talislanta" rules for Wizards of the Coast and write its first new adventure; this resulted in a revision of the "Talislanta Guidebook" (1992), which was soon followed by his adventure "The Scent of the Beast" (1992). Tweet wrote the adventure "Apocalypse" (1993) for Mayfair Games' "Role Aids" line. Nephew and Tweet also designed "On the Edge" (1994), a collectible card game based on "Over the Edge". Tweet became a full-time employee of Wizards of the Coast in June 1994, and heralded in new lines from Wizards, the first of which was "Ars Magica", recently acquired at Tweet's suggestion. Tweet designed "Everway", which was first published by Wizards of the Coast in 1995. After Wizards of the Coast moved away from role-playing games, Tweet worked on , a set designed to help new players learn the game.
Tweet was lead designer on the third edition of "Dungeons & Dragons". Tweet, Monte Cook, and Skip Williams all contributed to the 3rd edition "Player's Handbook", "Dungeon Master's Guide", and "Monster Manual", and then each designer wrote one of the books based on those contributions. Tweet oversaw the team designing the "Chainmail Miniatures Game", while Skaff Elias did the main design work and Chris Pramas designed the world. Tweet became the head of the miniatures group, and the "Dungeons & Dragons Miniatures Game" (2003) was primarily the work of Tweet, Rob Heinsoo, and Skaff Elias. On December 2, 2008 Tweet was laid off from Wizards of the Coast.
"13th Age" a d20 System RPG, designed by Heinsoo and Tweet was published by Pelgrane Press on August 3, 2013. The pre-release version was a nominee for the RPG Geek RPG of the Year 2013.
In 2015 Tweet published "Grandmother Fish", a Kickstarter-funded book described as "the first book to teach evolution to preschoolers". While criticized by creationist organizations, it has been praised by science educators.
In 2018 Tweet, along with children's science illustrator Karen Lewis, released two card games, "Clades" and "Clades Prehistoric". These animal matching games are intended to be used as tools to teach about evolution. Clades Solo, an app version that includes both prehistoric and modern animals, was released in 2019
The third edition of "Over the Edge", with a new setting and new rules, was released June 1, 2019.
Religious views.
An atheist since grade school, Tweet has devoted much of his personal website to his views on religion, in particular on the historical Jesus. He also blogs about religion on the Secular Sunday School blog.
Personal life.
Tweet and his wife Tracy moved to Seattle, Washington in 1994. Tracy died from multiple sclerosis in 2008. He continues to live in the Seattle area with his daughter.


The Sentinel (video game)

The Sentinel, released in the United States as The Sentry, is a puzzle video game created by Geoff Crammond, published by Firebird in 1986 for the BBC Micro and converted to the Commodore 64 (by Crammond himself), Amstrad CPC (with a cross-compiler written by Crammond), ZX Spectrum (by Mike Follin), Atari ST, Amiga (both by Steve Bak) and IBM PC compatibles (by Mark Roll). "The Sentinel" was among the first games to use solid-filled 3D graphics on home computers. It won numerous awards upon release and has since appeared on several "best video games of all time" lists.
The IBM PC port supports VGA graphics, with an additional lighting effect: objects and terrain becomes darker the farther away they are from the point of view. The Amiga port has a sampled soundtrack by David Whittaker.
Gameplay.
In "The Sentinel", the player takes the role of a "Synthoid" (called just "robot" in the US version), a telepathic robot who has to take control of a number of surreal, checkered landscapes of hills and valleys, by climbing from the lowest spot, where the hunt begins, to the highest platform, over which the Sentinel looms.
The Synthoid itself cannot move across the level; instead it can look around, accumulate energy by absorbing the objects that are scattered across the landscape, create stacks of boulders, generate inert Synthoid shells and transfer its consciousness from one of these clones to another.
List of executable actions:
Controlling Synthoids that are standing at a higher level is fundamental to the game, because only the objects which occupy a visible square can be interacted with (the player may absorb or create objects on a boulder if the sides can be seen). While doing so, the player must watch for the rotation of the Sentinel and be careful not to stand in an area which the Sentinel can see, or else it will start absorbing energy from the Synthoid, and when the energy is gone, the game is over.
Height is gained by placing a boulder on any visible square, and putting a Synthoid on the boulder. The player may then transfer consciousness to the new Synthoid, and absorb the old one. Stacks of boulders of any height may be created, if the player has enough energy. In order to absorb the Sentinel, the player must create a stack of boulders of sufficient height that the Synthoid on top can look down on the Sentinel's platform. When the Sentinel has been absorbed, the player may no longer absorb any energy from the landscape, although objects may be created as normal.
In later levels, the Sentinel is assisted by a number of "Sentries". They behave exactly like the Sentinel, but absorbing them is not necessary to complete the level. Unlike the Sentinel, the Sentries do not stand on a platform but on ordinary squares. If the Sentinel or Sentry cannot see the square the Synthoid is standing on, but its head is visible and there are trees in the vicinity, it may transform one of them into a "Meanie", which will force the Synthoid to hyperspace and lose 3 units of energy. If the Meanie cannot see the player's square after a full rotation, it will turn back into a tree and the Sentinel or Sentry will resume rotation.
The rotation of the Sentinel and the Sentries is slow and predictable. However, if there are many Sentries, there will be few safe locations anywhere on the landscape. If either the Sentinel or the Sentries come across a source of energy (boulders or a synthoid), their rotation stops while they absorb the energy, one unit at a time. To keep the total energy of the landscape constant, a tree is created randomly on the landscape for each absorbed unit of energy.
A level is won by absorbing the Sentinel off its platform, creating a new Synthoid in the place of the Sentinel, transferring the consciousness to it and hyperspacing to a new level. Progress is saved via a password system.
The more energy the player has accumulated when he jumps into hyperspace, the more levels he will skip. Sometimes (depending on the individual skill of the player) it is necessary to replay a level in order to win it with "less" energy than the last time, because the difficulty of the levels is not incremental.
Development.
"The Sentinel" has no ending sequence; upon completion of the last level, the player is looped back to level 1. When questioned about this, Crammond said he never thought anyone would go so far as to finish the game.
Reception.
"Computer Gaming World" called the Commodore 64 version of "The Sentinel" "outstanding and addictive ... I highly recommend it for many absorbing hours". It received a Gold Medal award by "Zzap!64" magazine, describing it as an exceptional piece of software in a class of its own, and refusing to give it a numbered rating as a result.
The ZX Spectrum version received a "CRASH" Smash award, the magazine praising its originality, atmosphere and tension. It was also placed at number 7 in the "Your Sinclair" official top 100. It was also voted Best Original Game of the Year at the Golden Joystick Awards.
The Amiga version was ranked the 20th best game of all time by "Amiga Power"; one of the 50 best computer games ever by "PC Format", who called it "straight out of left field" and "inspired"; and the 53rd best game of all time by "Next Generation", who cited the "absolute, paranoid, scrambling tension" experienced by the players as they try to avoid the sentinel's gaze.
Legacy.
A preview of a nonexistent sequel called "Monolith" appeared in 1995 in Italian magazine "The Games Machine" as an April Fool's Day prank. In 1998, the real sequel called "Sentinel Returns" was released for the MS-DOS and PlayStation.
"Archipelagos" (1989) has different gameplay but a similar surreal environment.
A number of unofficial variants of "The Sentinel" have been written, such as "Sentry" (1989, MS-DOS).


Java transaction service

The Java Transaction Service (JTS) is a specification for building a transaction manager that maps onto the Object Management Group (OMG) Object Transaction Service (OTS) used in the Common Object Request Broker Architecture (CORBA) architecture. It uses General Inter-ORB Protocol (IIOP) to propagate the transactions between multiple JTS transaction managers.


Lorenzo Mongiardino

Lorenzo "Renzo" Mongiardino (; 12 May 1916 – 16 January 1998) was an Italian architect, interior designer and production designer. He was nominated for two Academy Awards in the category Best Art Direction.
Biography.
In 1936, Renzo Mongiardino moved from Genoa to Milan to study architecture; in 1942, he graduated from the Politecnico di Milano, together with Giò Ponti. Beginning in 1944, Mongiardino collaborated with the design magazine "Domus", writing many articles. During this period he also began his multifaceted career, focusing primarily on the creation of residential and theatre environments. In the early fifties, Mongiardino began to establish himself as an architect, working from his home and studio in central Milan, on the elegant Via Bianca Maria.
Mongiardino was responsible for creating some of the most important and enchanting houses of the second half of twentieth century, created for an international and prestigious clientele of cultured collectors and entrepreneurs including Daylesford House in Gloucestershire for Baron Hans Heinrich Thyssen-Bornemisza, ands interiors for Aristotle Onassis, Gianni Agnelli and Marella Agnelli, Lee Radziwill and Stanisław Albrecht Radziwiłł, Gianni Versace, Edmond Safra and Lily Safra, Princess Firyal of Jordan, Valentino Garavani, the Rothschild family and the Hearst family. Also starting in the late fifties Mongiardino began his career as “production designer” in Theatre and Cinema together with Franco Zeffirelli, Peter Hall, Giancarlo Menotti and Raymond Rouleau.
In 1993, Rizzoli published “Roomscapes”, a lessons-learned monograph about Mongiardino in which revealed some of his standards of interior design, without forgetting his irreplaceable craftsmen and assistants able to transform his aesthetic dreams into reality; united to his “elective affinity that arrives after years of cooperation and in continuous exercise of affectionate understanding”.
After the arson of theatre "La Fenice" in 1996, Gae Aulenti assigned Mongiardino the project for the interior theatre refurbishment, a project which he was not able to complete.
Mongiardino died in Milan on 16 January 1998.
Style.
The years of Mongiardino’s debut are those of the Modern Movement, but he resisted this new wave, fearing its effects, and perceiving an intrinsic lack of feeling. Instinct took him elsewhere, to seek the harmony of the antique that draws on and re-invents itself in a completely new way. The private nature of his projects and their nature, in the sense that they are an ends unto themselves, and will most likely not survive beyond the lives of their owners, brings with it the risk that Mongiardino’s name may not correspond to anything definite, but true only as evocation of the rich and famous world.
There are in fact several public works of Mongiardino, including two buildings built in Milan (in Via Donizetti and in via Borgonuovo), the restoration of several important hotels (the lobby bar at The Carlyle in New York, The Hotel Kulm in St. Moritz, The Plaza in Rome), as well as the restaurant ("Da Giacomo" in Milan) and several shops, including Sabbadini Jewelers on Milan's Via Montenapoleone. But these works are the exception that the primary focus of Mongiardino’s research, which was addressed almost exclusively to the preparation of domestic spaces, through a careful combination of the search for harmonious proportions and a love for the meticulous execution of every detail.
Before Mongiardino, houses were built in a particular historical style. Mongiardino revolutionized this methodology. He writes: "The houses are furnished, are created considering the structure, the skeleton, the intrinsic beauty, when there is. We believe we can invent a new house, a universal model that could be replicated identically in Naples as in Stockholm. But the house is not an invention, it is always the same shelter that man needs because he is tired, because he's hungry, because he has to sleep. Older houses were built on the extent of these practical needs, they expressed the authenticity of the goods and used the same limits imposed by available materials and technologies called for the pursuit of beauty in function. Skilled creator of spectacular spaces, he has been able to juxtapose ordinary objects and antiques, in a masterly game of fabrics or painted, and sculptured panels and a range of "trompe-l'œil", whereby he obtained masterpieces with poor materials.
Fundamental in his work, however, is the determination of space, the search for a balance of proportions that must precede the decoration. Precisely this is his book "Roomscapes”. Only later Mongiardino inserted, with the sensitivity set designer, fakes and real objects presented without any hierarchy of values in a setting in which each subject was taking its natural space.
Selected filmography.
Mongiardino was nominated for two Academy Awards for Best Art Direction:


Verdun (video game)

Verdun is a squad-based multiplayer first-person shooter video game set during World War I. It was released on 28 April 2015 on Steam, after more than a year in Steam Early Access. It was released for PlayStation 4 on 30 August 2016. An Xbox One version was released on 8 March 2017. A standalone expansion "Tannenberg" was released into Steam Early Access on 16 November 2017, and left Early Access for a full release on 13 February 2019.
"Verdun" is inspired by the 1916 Battle of Verdun in France. The game includes historically accurate World War I weapons, authentic uniforms and equipment, detailed injury and gore modeling, and maps based on the real battlefields of the Western Front.
The game runs on the Unity engine and was developed by independent studios M2H and Blackmill Games.
Gameplay.
"Verdun" is a realistic, tactical squad based game set in the trenches of World War I that can be played with up to 64 players (with 32 on each side).
Squads typically consist of 4 players, each with a unique role that is also typically made up of a squad leader called an NCO, and three roles dependent on the nation and type of squad selected. Squads can level up by helping the team, i. e. killing enemies, capturing sectors etc. gaining bonus abilities and upgrades on their preexisting abilities like accuracy, suppression etc. The NCO may rename the squad and change its type.
NCOs can call in support abilities like artillery barrages, creeping barrages, white phosphorus attacks, smoke screens and mortar shells. They can also call in more passive abilities to enhance the abilities of their squadmates, like ones helping them resist enemy suppression or enemy recon more effectively. NCOs can typically carry a self-loading pistol or revolver and melee weapons such as sabres and trench clubs. Other members of the squad typically use plenty of bolt-action rifles, plenty of bayonets and melee weapons, grenades, revolvers, semi-automatic rifles, machine guns, SMGs depending on the type of unit and the real-life availability of those kinds of weapons to them and such.
Suppression affects player aiming and vision, by violently tilting the camera view to simulate a soldier's bobbing and weaving out of fire or reactions to almost being shot. Bombs and artillery also suppress the player, making it harder for them to aim steady while being shot at. Players can kneel and prone and also climb on the parapets of trenches to see and shoot at incoming players. Environments usually have little cover and plenty of craters made by small artillery between two sectors.
There are 4 game modes: Frontlines, Attrition Warfare, Squad Defense and Rifle Deathmatch.
Game modes.
Frontlines.
The players can choose to join one of the two historic sides of World War I, the Central Powers and the Triple Entente. Each side fights over a turn-based frontline map, that consists of multiple trenches called sectors that can be captured by either side. Staying true to the typical attrition warfare of that time, both sides attack and counter-attack each other in turn, so the player will be forced to defend each captured sector of trenches. The goal is to capture the enemy's HQ sector or win more points than the enemy team in order to win the game. Points are gained by capturing a sector, or by retaking a sector in a counter-attack. Players have to maintain momentum in an attack, by dying as little as possible and managing to get as many people in the enemy sector as possible for as long as it is manageable.
If an attack on a sector loses too much momentum, that is too many teammates die or do not reach the sector, the attack is called off and the enemy commences a counter-attack on their sector in return. As opposed to Tannenberg, there is not a certain number of tickets both teams have, but rather only momentum and timelimits to capture a sector.
Squad Defense.
Squad Defense is a cooperative game mode where players fight off endless waves of attacks by AI controlled soldiers in one of the 12, 4-man squads. This game mode can be played on the same maps available in the Frontlines game mode. This mode is the only one that can be played offline.
Rifle Deathmatch.
In Rifle Deathmatch, players fight in a free for all battle, armed only with one of the rifles and add-ons they can choose from when joining the game. This is a skill-based game-mode, where marksmanship and tactical cunning are rewarded. Players can earn experience and Career Points by killing other players, and with the Career Points can level up their rifles, gaining extra accessories for it, such as a bayonet or scope.
Development.
"Verdun" entered open beta on 9 June 2013. It was Steam Greenlit on 28 June 2013 and entered Steam Early Access on 19 September 2013. After more than a year in Steam Early Access, it was released on 28 April 2015 on Steam. The developers have continued working on the game, releasing free expansions.
On 14 July 2016, the Verdun YouTube page uploaded a trailer announcing that the game would be available for PlayStation 4 and Xbox One set for a 30 August 2016, release. However, on 24 August 2016, the game's developer announced that the Xbox One version of "Verdun" would be delayed while the PlayStation 4's release date would be on schedule. It was released for PlayStation 4 on 30 August 2016, and on Xbox One on 8 March 2017.
In 2019 large updates were announced for the console versions of the game. The Xbox update was released first on 5 December 2019, with the PlayStation 4 update following on 20 December 2019. The free updates (called Verdun remastered) added content to the console versions of the game which had until then only been released on PC, including bot support, new squads, a new map, and various graphical updates and sound improvements.
 Another console update in December 2020 added cross-platform play between Xbox and PlayStation for Verdun and Tannenberg, as well as increasing the number of players in Verdun Frontlines matches from 32 to 40.
Reception.
"Verdun" was met with "mixed or average" reception according to video game review aggregator Metacritic.


This Is Where I Live

This Is Where I Live is an album by William Bell released on June 3, 2016 in the US and July 8, 2016 elsewhere. It won Bell a Grammy Award for Best Americana Album.
Reception.
"PopMatters" gave the album 8 out of 10 stars, calling it "an imperative listen for anyone claiming to be a fan of rhythm and blues, both old and new."
Following his Grammy win, streaming of "Born Under A Bad Sign" (which Bell performed at the ceremony with Gary Clark Jr.) on Spotify increased by 4,950%, with overall streams increasing by 680%. Similarly, streaming of Bell's music on Pandora increased by 12,085%.


Total correctness


Sabu Cyril

Sabu Cyril is a production designer in Indian film industry. He has won National Film Award for Best Production Design four times, Filmfare Award for Best Art Direction (including south) five times and he was nominated at 42nd Saturn Awards for his work on "". His work in "Enthiran" won him international recognition. Over the years, he has emerged to be the most expensive and celebrated art director in the country.
Early life and education.
Sabu Cyril was born in Kerala and completed his schooling there. He graduated from the Government College of Fine Arts, Chennai (formerly Government School of Arts and Crafts, Chennai).
Career.
From 1982 to 1988, he was a freelance graphics designer for companies such as Welcomgroup Hotels, the Taj Group of Hotels, and Madura Coats. In 1988, he began his art director career, and has directed more than 2,500 advertisements, 3 teleserials and 115 feature films in Malayalam, Hindi, Tamil, Telugu and Kannada and designed several stage shows. In 1996, he directed the stage design for the Miss World beauty pageant. He also worked as one of the 2nd unit directors in the 1990 film Iyer the Great.


Gutals

Mongol gutals or gutuls (singular: "gutal", mong. гутал) are leather boots that are a traditional footwear of Mongolia. Some unique features of the boots include slightly upturned tip of the toes, different varieties of leather ornaments and vertically uneven cuts at the entering holes of the footwear. Gutals can be used especially as horseback riding and wrestling footwear. The left and the right boot are identical to each other, which means that they aren't specifically meant for right- nor left-leaning leg.
Gutals are still commonly used by the modern ethnic Mongols.
Pop culture.
Video games.
In the 2020 video game Ghost of Tsushima, it is possible to find an artifact item that represents traditional Mongolian gutal boots.
Graphic novels.
There is some speculation, that in the comic book Dragon Ball, a character called Gokū, regularly wears boots that might be originally inspired by gutals.
Gallery.
Different designs of gutal boots:


Roxanne Starr

Roxanne Starr is an American graphic designer and comic book letterer who was one of the original pioneers to bring computerized comic book fonts to the industry.
Biography.
Early life and education.
Roxanne Starr was born in Paris, France, and came to New York City at the age of two. Her art career started when she was only fourteen, when she took a summer job as a colorist for a textile design company. She later graduated from the City College of New York with a degree in art. She took graphic design at the School of Visual Arts, taking two years off to work as a traffic editor at "The National Enquirer". Her first job out of school was as a graphic designer at a Madison Avenue ad agency.
"Flaming Carrot Comics".
In 1980, Starr moved to Atlanta and worked as a freelancer in the graphic design field there. She began lettering comics in 1982, initially with Bob Burden's "Flaming Carrot Comics".
At first, Starr hand-lettered, eventually creating fonts that imitated hand-lettering. By creating her own fonts, she allowed for more exploration as to what could be done with a computer. There were several independent comic titles at the time that employed computer lettering, but none as high-profile as "Flaming Carrot".
In 1984, soon after Starr started working on "Flaming Carrot", the book was picked up by Canadian-based publisher Aardvark-Vanaheim. Four years later, Starr became "Flaming Carrot"'s editor when it was picked up by Dark Horse Comics.
The 1990s.
By the early 1990s, Starr was freelancing as a comic book letterer while working a day job in the commercial magazine industry. As a commercial art director, she gave cover and interior editorial art assignments to comics artists like Dave Johnson, Craig Hamilton, and Michael Zulli.
In the early 1990s, Starr was assigned by editor Paul Jenkins to re-letter the first two issues of Alan Moore and Bill Sienkiewicz's ultimately unfinished project "Big Numbers" — which was to be picked up by Tundra Publishing — and continue on as the project letterer of the remaining issues. "Big Numbers" would halt with only two issues released commercially; the third issue, which was lettered by Starr, has surfaced online only a handful of times. "Big Numbers" is now "Lost Numbers," in that the series will never be completed.
Starr did most of her professional lettering during the comics’ boom of the 1990s. In addition to "Flaming Carrot Comics", titles she worked on included books published by Malibu Comics' Ultraverse imprint (1993–1995) and James D. Hudnall's "ESPers" (1996–1997). The majority of her work was with Caliber Comics, lettering Brian Michael Bendis' creator-owned "Jinx" (1997) and Joe Pruett's anthology comic book series "Negative Burn" (1998). Starr lettered a number of "The Alan Moore Songbook" stories in "Negative Burn" — stories written by Moore and illustrated by a diverse collection of artists.
Currently.
Starr currently lives in Atlanta, Georgia, and still works with Bob Burden on his various creator-owned projects, including his 2012 Flaming Carrot Kickstarter campaign which raised $42,048. This campaign had enough backing to create a Flaming Carrot website and store that Roxanne Starr helped design.
In 2015, Stable Enterprises Press released the first issue of "Stable Enterprises", entitled "Sexy Enterprises," an illustrated novel written by Starr, with art by Timothy Paul. "Sexy Enterprises" is the first chapter of the pseudo-autobiographical parody novel about the comics industry and the many freelance artists with whom Starr has worked.


Scott Robertson (concept artist)

Scott Robertson (born 1966) is an American concept artist, known for his transportation design work, contributions to movies like Steven Spielberg's Minority Report, and his educational DVDs with the Gnomon Workshop.
Robertson is a graduate of ArtCenter College of Design in Pasadena, CA where he was the program director of Entertainment Design.
Biography.
Scott Robertson was born in Minnesota and grew up in Plymouth. As a child his artist father, Scott, taught him how to draw and design the toys he played with. Fascinated by speed, he and his father designed and built soapbox derby cars. At the age of 14, Scott finished sixth in the world at the annual race in Akron, Ohio. In 1984 he attended Oregon State University. In addition to his studies, he was on the rowing team in the bow position.
After two and a half years at Oregon State, Scott transferred to ArtCenter College of Design, where his father had attended before him. He graduated with honors with a B.S. degree in Transportation Design in April 1990.
The day after graduation, Scott opened a product design consulting firm in San Francisco with friend Neville Page. Soon they were designing a variety of consumer products, the majority being durable medical goods and sporting goods. Clients included Everest and Jennings, Kestrel, Giro Sport Design, Nissan, Volvo, Yamaha, Scott USA, Schwinn, and Medical Composite Technology.
In 1995 both Scott and Neville relocated to Vevey, Switzerland to teach drawing and industrial design at Art Center, Europe. Upon the closing of ACE in the middle of 1996 they relocated to Los Angeles. Scott continues to share a studio with Neville where they do consulting work for a wide range of clients.
Scott is married to film editor Melissa Kent and they live in Culver City.


Sadie and Bessie Delany

Sadie and Bessie Delany were two American sisters and human rights pioneers who wrote a successful book of memoirs.
For more information, see:


Sling swimsuit

The sling swimsuit is a one-piece swimsuit which is supported by fabric at the neck. Sling swimsuits provide as little coverage (or as much exposure) as, or even less than, a bikini. Monokini types also exist. The sling swimsuit is also known by a variety of names including "suspender bikini", "sling bikini", "slingkini", "suspender thong", "slingshot swimsuit" or just "slingshot". It is so named because of its resemblance to the Y-shape frame of a slingshot. It is sometimes listed as a bikini variant. When designed for or worn by a man, it is often called a "mankini".
Design.
Usually, a sling swimsuit comprises a bikini bottom of any style, with side straps extending upwards to cover the breasts, then going over the shoulders and behind the neck or extending down the back. The sling swimsuit leaves the sides of the torso uncovered, while covering the nipples and pubic area. Behind the neck, the straps may join and reach down the back to the buttocks thong or string style.
The variation of sling swimsuits is a pretzel swimsuit, which has the straps behind the neck and another set of straps around the midriff, instead of straps down the back. Even more "risqué" European designs include the bodyform-suspender (by German manufacturer Nixxxe) and other open bust and/or crotchless variants such as the "peekaboo" slingshot (by Spanish manufacturer the-Bikinis) and "ouvert" sling bikini (by German manufacturer Tangaland).
A sling swimsuit worn by men is often called a mankini. It was popularized by Sacha Baron Cohen, who donned one in the film "Borat". The buzz around the film started building during the Cannes Film Festival in May 2006, when Baron Cohen posed in character on the beach in a fluorescent green mankini, alongside four models. A garden gnome in the 2011 film "Gnomeo and Juliet" was also shown wearing a mankini, which gets referred to as a Borat-Mankini by newspapers.
History.
Corresponding to the introduction of Lycra into swimwear, sling swimsuits emerged in the early 1990s. They are more popular on some beaches of Europe, including Saint-Tropez, Marbella, Mykonos and Ibiza. Suspender-like straps running between the breasts and around the neck that held the suit up were introduced in the mainstream in 1994. News reports said that within a week of putting the suit on their racks, New York's major stores had sold 150. By season's end, the tally sold was over 3000, at a cost of $24 a suit.


Carlota Alfaro

Carlota Alfaro (born June 4, 1933) is a high fashion designer. She is known as "Puerto Rico's grande dame of fashion".
Biography.
Alfaro was born in Santurce, Puerto Rico and showed a passion for design ever since she was a child, often designing clothes for family and friends. She was raised in Santurce where her aunt taught her how to sew.
Alfaro reached international fame in Latin America, Europe and the United States during the 1960s, decade in which she also created the "Instituto Carlota Alfaro", aimed towards passing on her knowledge to young fashion design students. Alfaro's specialty is haute couture. During the 1980s, she published a series of designs in a local newspaper's fashion column, called . Her signature dress is the exaggerated mermaid cut.
Alfaro has received many international awards, and her collections have been sold at stores around the world, including Neiman Marcus, Bloomingdales and Saks Fifth Avenue.