ThatGuyGlenThis Hollow Knight documentary details the development of the indie video game Hollow Knight and goes behind the scenes of its creation. Discover how Ari Gibson and William Pellen became friends and eventually came up with the idea for Hollow Knight while participating in Game Jams together. Afterwards, they quit their jobs and founded their own Indie Studio called Team Cherry. After almost three years of development, the 2D platformer would go on to be a huge success, selling 2.8 million copies as of February 2019. Team Cherry announced a sequel called Silksong in 2019.
The documentary also explores all the design decisions that Team Cherry made and how the game started out as a top-down survival game. It also details how the developers wanted to make Hollow Knight stand out from other Metroidvania games and how challenging it was to balance the game’s difficulty.
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How Hollow Knight Was Made and First Appeared on NewgroundsThatGuyGlen2020-07-19 | This Hollow Knight documentary details the development of the indie video game Hollow Knight and goes behind the scenes of its creation. Discover how Ari Gibson and William Pellen became friends and eventually came up with the idea for Hollow Knight while participating in Game Jams together. Afterwards, they quit their jobs and founded their own Indie Studio called Team Cherry. After almost three years of development, the 2D platformer would go on to be a huge success, selling 2.8 million copies as of February 2019. Team Cherry announced a sequel called Silksong in 2019.
The documentary also explores all the design decisions that Team Cherry made and how the game started out as a top-down survival game. It also details how the developers wanted to make Hollow Knight stand out from other Metroidvania games and how challenging it was to balance the game’s difficulty.
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#HollowKnight #TeamCherry #GameDevelopmentHow One Person’s Passion Project Became an Award-Winning GameThatGuyGlen2024-09-26 | ⚙️ Thanks to GameMaker for sponsoring the video - Download GameMaker for free and start today: https://opr.as/GM-ThatGuyGlen
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This Tunic documentary details the development of the indie action-adventure game Tunic and goes behind the scenes of its creation, showing early concept art and early in-game footage. Discover more about developer Andrew Shouldice and the team he assembled. After working at Silverback Games as a programmer for six years, Andrew felt a strong urge to start a new adventure on his own. Having done well at several game jams in the past, he felt ready to create his first commercial indie game. On day one of his unemployment, Andrew didn’t have a concrete game idea or concept yet, but he knew he wanted to create a game that captured the feeling of the vast unknown—the sensation of being dropped into a world full of secrets. The documentary also explores all the design decisions that Andrew made and shows how he landed on the fox designs and why he initially tried to turn Tunic into a point-and-click adventure game.
It also takes a close look at all the hurdles the team had to go through. Choosing to go with an isometric perspective presented unique challenges, like having to deal with geometry that needs to be placed just right or animations that need to be even more polished. Additionally, it was difficult to strike a balance between a 3D style that was abstract and visually interesting while still feeling convincingly real. Adding too much detail made the game lose some of its visual identity, but if it looked too simple it seemed unfinished. It took years to find the right look. Furthermore, Andrew struggled to translate his clear vision for Tunic into a cohesive video game. Everything from interacting with objects to designing UI elements and refining moment-to-moment gameplay required extensive iteration. Lastly, the video takes a look at Andrew’s future and if Tunic DLC or a sequel could be a possibility.
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#Tunic #AndrewShouldice #GameDevelopmentHow Death Stranding Was Made and Why The Team Disliked Hideo Kojima’s VisionThatGuyGlen2024-07-28 | Click this link https://sponsr.is/bootdev_thatguyglen and use my code THATGUYGLEN to get 25% off your first payment for boot.dev. That’s 25% off your first month or your first year, depending on the subscription you choose.
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This Death Stranding documentary details the development of the video game Death Standing and goes behind the scenes of its creation. After saying goodbye to Konami and the Metal Gear Solid series, Hideo Kojima’s legendary return to the video game world as an independent developer, along with the reveal of Death Stranding, seemed like it happened in the blink of an eye. However, a lot happened behind the scenes before he reached his ultimate destination and this documentary explores all that and more.
The documentary takes a look at all the design decisions that Hideo Kojima and his team made and shows how an old Japanese short story inspired many of Death Stranding’s themes and gameplay mechanics. It also explores all the hurdles Kojima Productions had to go through. For example, Hideo Kojima’s colleagues initially were very negative about Death Stranding’s concept and gameplay and told Hideo Kojima to switch directions and make something more exciting. Additionally, Hideo Kojima had to travel the world to find the right engine for the game. Lastly, the documentary also takes a look at Death Stranding 2: On The Beach, the Death Stranding feature film and every other project that’s in development at Kojima Productions.
0:00 Intro 1:37 The Road to Video Games 4:15 Ad 5:25 The Road to Video Games 7:52 Building Independence 11:41 Developing Death Stranding 25:23 Release & Recognition 28:51 Future Deliveries
Outro song: Thank You R.G.E. - Joe Bagale
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#DeathStranding #HideoKojima #GameDevelopmentHow Doki Doki Literature Club! Was Made and Why it Will Never be AdaptedThatGuyGlen2024-04-22 | Click this link https://sponsr.is/bootdev_thatguyglen and use my code THATGUYGLEN to get 25% off your first payment for boot.dev. That’s 25% your first month or your first year, depending on the subscription you choose.
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This Doki Doki Literature Club! documentary details the development of the visual novel indie game Doki Doki Literature Club! and goes behind the scenes of its creation. Discover more about its creator Dan Salvato and how he went from being a professional Super Smash Bros. Melee Link player to being a public face of an enormously popular brand overnight. Growing up, Dan watched a lot of anime, with a particular fondness for slice-of-life anime. His journey into visual novels began in college, starting with "Tsukihime", which left a lasting emotional impact on him. While Dan was busy working on his first visual novel, he got the idea for a very different visual novel concept. He eventually shared the idea with his friend Masha, who convinced Dan to develop it.
The documentary also explores all the design decisions that Dan made and shows how he initially envisioned the characters with generic cookie-cutter personalities. However, as he delved into the writing process, he felt an unexpected urge to connect with them on a deeper level. It also takes a close look at all the hurdles Dan had to go through. From programmatically stitching together characters “halves” that resulted in a wide variety of characters sprites, to Dan creating the soundtrack himself in order to infuse the game with simple, catchy melodies and recurring motifs. Additionally, Dan had to manipulate the game’s engine with his own Python code since the engine was designed to prioritize player control, which is the opposite of what Dan was trying to achieve with Doki Doki Literature Club! Lastly, the documentary also takes a look at what’s next for Dan and if we’ll see more Doki Doki Literature Club! related content in the future.
0:00 Forming The Idea 1:54 Who is Dan Salvato 3:30 Ad 4:46 Influences 6:53 Developing the Story 10:50 Character & Game Design 17:05 Soundtrack 18:09 Release & Recognition 19:41 Reflecting on its Success 23:00 Doki Doki Literature Club Plus! 26:11 The Future
Outro song: Thank You R.G.E. - Joe Bagale
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#DokiDokiLiteratureClub! #DanSalvato #GameDevelopmentHow Someone With a Deadly Disease Made Hyper Light DrifterThatGuyGlen2024-02-11 | Go to tryfum.com/THATGUYGLEN and use code THATGUYGLEN to save an additional 10% off your order today.
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This Hyper Light Drifter documentary details the development of indie 2D pixel action RPG Hyper Light Drifter and goes behind the scenes of its creation. Discover more about developer Heart Machine and the person that came up with the initial idea for the video game, Alx Preston. Alx was born with a congenital heart disease that, even after surgery, causes severe digestive and immune system issues. It resulted in multiple hospitalizations growing up, some of which were near-fatal. One day, after an exceptionally difficult time in the hospital as an adult, Alx had a sudden realization: he needed to share his creativity with the world. That’s when he started drawing loose sketches, developing rough ideas, and experimenting with a number of game engines.
The documentary also explores all the design decisions that Heart Machine made and shows how, thanks to a very successful Kickstarter, they were able to create Hyper Light Drifter without the help of a publisher. It also takes a close look at all the hurdles the team had to go through. For example, when the team made the ambitious decision to not include any text in the game, lots of design challenges started to pop up. It took a lot of refinement to communicate the game’s larger goals to the player, as well as coming up with a system to buy skills that didn’t include any numbers or words. Lastly, the documentary takes a look at Heart Machine’s future, which includes Hyper Light Breaker and a limited animated television series based on Hyper Light Drifter that Alx Preston and Adi Shankar are working on.
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#HyperLightDrifter #HeartMachine #GameDevelopmentHow LIMBO Was Made and Why The Team Went Their Separate WaysThatGuyGlen2023-11-27 | 🚀 Install Star Trek Fleet Command for FREE now t2m.io/ThatGuyGlenSTFC and enter the promo code WARPSPEED to unlock 10 Epic Shards of Kirk, enhancing your command instantly! How to easily redeem the promo code 👉 t2m.io/promo_STFC
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This LIMBO documentary details the development of indie 2D puzzle platformer LIMBO and goes behind the scenes of its creation. Discover more about developer PLAYDEAD and its two founders, Arnt Jensen and Dino Patti. For a time, Arnt was happy as a concept artist at IO Interactive, the team behind Hitman. However, as the job became more and more corporate, dissatisfaction started to set in. Meanwhile, Dino was going through a similar face at his game development job. He eventually resigned after problems like poor management and creative barriers became too prevalent and Dino even accepted he would never get the chance to work on his dream game. Not long after, Arnt made a cinematic concept trailer for a game idea he had. That idea would later expand into LIMBO. Once Dino saw the concept trailer, his passion for game development was reignited and he instantly knew he had to get involved with the project somehow.
The documentary also explores all the design decisions that PLAYDEAD made and shows how Arnt and Dino struggled to develop LIMBO by themselves. After obtaining grants from the Danish government and pouring all of their own money and time into LIMBO, they brought in more coders, increased middle management, and hired designers, allowing the pair to be at the center of everything. It also takes a close look at all the design hurdles the team had to go through. For a while, Arnt and Dino couldn’t find the right game engine for LIMBO. Luckily, Jeppe Carlsen applied for a programming job at the studio and he ended up building LIMBO’s engine from scratch. Additionally, Arnt wanted each puzzle to be based on a unique concept and to be as minimalistic as possible. This way of working took a lot of trial and error and led to 70% of the game's content being stripped out, vastly reducing its overall runtime. Furthermore, LIMBO also underwent numerous iterations because Arnt was adamant about taking the time to experiment with various concepts, such as multiplayer, co-op, and other prevalent video game elements. Lastly, the documentary examines why Arnt and Dino split up right after their next game INSIDE was released and what the future holds in store for them both.
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#LIMBO #PLAYDEAD #GameDevelopmentHow Cult of The Lamb Was Made | DocumentaryThatGuyGlen2023-09-16 | Sign up to Milanote for free with no time-limit: milanote.com/thatguyglen0923
This Cult of The Lamb documentary details the development of indie roguelike colony sim Cult of The Lamb and goes behind the scenes of its creation. Discover more about developer Massive Monster and its three founders, Jay Armstrong, Julian Wilton and James Pearmain. In the early 2000s, all three developers started their careers making Flash games for websites like Newgrounds. Once they met in 2012, the trio decided to collaborate and, after making multiple Flash games together, founded Massive Monster in 2014. That’s when they shifted their focus to developing games for Steam and consoles. Unfortunately, their decision to develop two reimaginings of two of their older Flash games concurrently over the span of five years, led to financial difficulties. The team decided to pool their resources so they could create one more game.
The documentary also explores all the design decisions that Massive Monster made and shows why 60% of work on Cult of The Lamb ended up on the cutting room floor. It also takes a close look at all the hurdles the team had to go through. Early concepts included an idea for a 2D platformer, a concept in which the player was a God taking care of a tribe atop a flying whale, and a "make your own hell" afterlife simulator. The small studio also struggled for years to find the right balance between the colony sim side and roguelike side of the game. Additionally, the team had to experiment a lot to make the role of cruel cult leader more appealing to players, as people initially didn’t want to be mean to their followers.
Furthermore, for the cult management part of the game, the team took inspiration from Oxygen Not Included, Frostpunk, Stardew Valley, Don’t Starve, RimWorld, Animal Crossing and Moonlighter. When it comes to the roguelike side, they were mainly inspired by The Binding of Isaac, Enter the Gungeon, Dead Cells and Hades. Lastly, the documentary takes a look at what’s still in store for Cult of The Lamb’s future.
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#CultOfTheLamb #MassiveMonster #GameDevelopmentHow Two Students Created Risk of Rain and Why They Sold the IP RightsThatGuyGlen2023-07-13 | Go to buyraycon.com/thatguyglen for 15% off your order! Brought to you by Raycon.
This Risk of Rain documentary details the development of indie 2D pixel art action platformer Risk of Rain and 3D roguelike shooter Risk of Rain 2 and goes behind the scenes of their creation. Discover more about developer Hopoo Games and its two founders, Duncan Drummond and Paul Morse. Risk of Rain’s development journey goes all the way back to 2012, when Duncan and Paul embarked on a university project focused on programming. In the game's initial prototype, players defended their crashed ship from an onslaught of monsters, and straying further from the ship would increase the difficulty. This concept eventually transformed into the “time = difficulty” system and gave Risk of Rain its own identity. The documentary also explores all the design decisions that Hopoo Games made and shows how much the team experimented with the game’s difficulty, especially when it comes to how enemies scale in power. Additionally, they had to come up with a clever solution when the enemy spawn AI started spawning way too many monsters on the battlefield and caused performance issues.
It also takes a close look at all the hurdles the team had to go through. Going from a 2D pixel art action platformer to a 3D roguelike shooter presented many challenges, mainly because neither Duncan or Paul had any experience creating 3D models, let alone other technical nuances that came with designing a 3D game. They soon discovered that they couldn't directly adapt any of the original gameplay elements into the sequel. Therefore, every class and monster taken from the original had to undergo substantial revisions. Furthermore, the documentary also provided insight into the deal made between Hopoo Games and Gearbox and why Duncan and Paul sold the rights to the Risk of Rain IP. Lastly, Duncan and Paul share their thoughts on the recently announced remake Risk of Rain Returns and what’s next for them and their game development studio.
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#RiskOfRain #HopooGames #GameDevelopmentHow The First Zelda Was Made | DocumentaryThatGuyGlen2023-05-17 | Go to buyraycon.com/thatguyglen for 15% off your order, plus get free domestic or flat fee international shipping. Brought to you by Raycon.
This The Legend of Zelda documentary details the development of action-adventure RPG game The Legend of Zelda and goes behind the scenes of its creation. Discover how Nintendo built upon the success of the Famicom, known as the NES outside of Japan, and introduced an ad-on called the Famicom Disk System that used proprietary floppy disks. Shigeru Miyamoto and Takashi Tezuka were the only designers on the team and produced all the sketches, concept art and pixel art. The main inspiration for the original The Legend of Zelda came from Miyamoto’s childhood. The documentary also explores all the design decisions that Nintendo made and shows how they considered a time-traveling Link in a futuristic setting where the Triforce was made out of electronic microchips.
It also takes a close look at all the hurdles the team had to go through. After creating an initial prototype that featured a two-player mode where each player had to create a labyrinth and then explore it, Miyamoto and Tezuka realized the building aspect wasn’t as fun and decided to scratch it entirely. Additionally, the team also considered a first-person perspective to select a dungeon to explore until they decided to create an overworld where the player can move around freely and discover dungeons more naturally. Furthermore, just before the game was set to go into production, the developers discovered that a certain music track was still copyrighted, which meant composer Koji Kondo had exactly one day to create something new. Lastly, the documentary takes a look at the impact the original The Legend of Zelda had on the gaming industry and how the massive franchise continues to innovate and captivate gamers.
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#TheLegendOfZelda #Nintendo #GameDevelopmentHow One Programmer Created Gamings Most Complex EcosystemThatGuyGlen2023-04-04 | Sign up to Milanote for free with no time-limit: milanote.com/thatguyglen
This Rain World documentary details the development of indie 2D pixel art survival platformer Rain World and goes behind the scenes of its creation. Discover more about developer Videocult and its two founders, Joar Jakobsson and James Primate. The very first prototype of Rain World was made in 2011, back when Joar was still studying graphic design in Sweden. The initial idea was to make a platformer character that wasn’t standing upright, like Mario for instance, and instead create something that could fall, tumble and crawl. Moreover, he wanted to create a small ecosystem by placing three types of creatures in the same level. The documentary also explores all the design decisions that Videocult made and shows how Joar had difficulties deciding between making a linear game or an open world game.
It also takes a close look at all the hurdles the team had to go through. Creating an ecosystem that perpetually exists, combined with numerous complicated AI systems, proved challenging for Joar, who was doing all the programming by himself. He created a system called “the abstract creature framework” to make sure off-screen creatures could still move around and interact with each other. Additionally, in the middle of development, the team switched from using the programming language Lingo to using C#, as well as moving all the code and assets over to Unity. This whole process took over a year to complete. Furthermore, James had to discard over 50 audio tracks when he decided to completely overhaul the soundtrack after the game had gone through multiple changes and now no longer matched the initial chiptune inspired music. Lastly, Joar and James share some advice for aspiring indie developers and the documentary takes a look at what’s next for Videocult.
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#RainWorld #Videocult #GameDevelopmentHow Two People Created Gaming’s Most Complex Simulation SystemThatGuyGlen2023-02-20 | This Dwarf Fortress documentary details the development of the indie management simulation video game Dwarf Fortress and goes behind the scenes of its creation. Discover more about its two creators Tarn and Zach Adams. From a very young age, Tarn and Zach’s dad taught them the basics of coding and this led to the brothers creating about 400 games in the BASIC programming language. They were inspired by tabletop RPGs such as Dungeons & Dragons and Cyberpunk 2020, as well as many roguelike games from the eighties such as Hack, Rogue, Larn and Ragnarok. When Tarn and Zach were 12 and 14 respectively, they started developing their very first fantasy game that would eventually evolve into Dwarf Fortress.
The documentary also explores all the design decisions that Bay 12 Games made and shows why the project went from 3D graphics to using simple ASCII text-based graphics. It also takes a close look at all the hurdles the brothers had to go through. From struggling to become full-time indie developers, and Tarn’s bank account skimming zero multiple times, to completely overhauling the game’s world generation system during the process of adding a z-axis to Dwarf Fortress. Additionally, after Zach got skin cancer, the two developers started thinking more about their health insurance and how expensive it is. Therefore, they decided to partner with publisher Kitfox Games and develop a commercial version of Dwarf Fortress that was released on Steam and Itch.io in 2022. Lastly, the documentary takes a look at what’s next for the brothers, who are now millionaires, and their growing team and what we can expect of Dwarf Fortress in the future.
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#DwarfFortress #Bay12Games #GameDevelopmentHow The Forest Was Made and Why The Indie Game Looks AAAThatGuyGlen2022-12-26 | This The Forest documentary details the development of indie survival horror game The Forest and goes behind the scenes of its creation. Discover more about developer Endnight Games and its team of people who have a background in visual film effects. The spark that ignited the idea behind The Forest came from director Ben Falcone, who was frustrated with modern games and their endless backlog of missions and bothersome NPCs. The documentary also explores all the design decisions that Endnight Games made and shows how it was inspired by Disney movies.
It also takes a close look at all the hurdles the studio had to go through. Slowly expanding their small team with talented people mainly from the film industry took more effort than they initially thought. Additionally, the team’s goal of making the world and its characters look as realistic as possible was only achievable by adding a lot of custom addons for Unity, their game engine of choice. The decision to further develop The Forest in Early Access on Steam was initially troublesome, but ultimately made for a much better game thanks to all the ideas and contributions from the community. Furthermore, their vision for enemies with a complex and intriguing AI that adapts to the player’s choices, took years to perfect. Lastly, the documentary takes a look at what’s next for Endnight Games and what’s happening with The Forest’s sequel titled Sons Of The Forest.
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#TheForest #EndnightGames #GameDevelopmentHow OMORI Was Made and Why People Thought it Was a ScamThatGuyGlen2022-11-23 | Keep exploring at http://brilliant.org/ThatGuyGlen . Get started for free, and hurry—the first 200 people get 20% off an annual premium subscription.
This OMORI documentary details the development of the indie role-playing video game OMORI and goes behind the scenes of its creation. Discover more about its director Omocat and the team she assembled to create their first indie game. Growing up, Omocat fell in love with both anime and drawing art and eventually became known as “the artist” in high school. During her years in college studying to become a professional artist, she started a webcomic featuring a boy she named Omori. Eventually, Omocat felt Omori needed to leave the white space he had been stuck in and embark on a bigger adventure.
The documentary also explores all the design decisions that Omocat and her team made and shows how a one-year Kickstarter project turned into a six-year Kickstarter project. It also takes a close look at all the hurdles the team had to go through. From grossly underestimating the amount of work it takes to make a video game, and having to deal with frustrated Kickstarter backers, to switching to a newer version of RPG Maker which caused a lot of technical difficulties that halted production. Additionally, the ever increasing scope of the game caused Omocat to throw out lots of finished art, slowing down development even more. Lastly, the documentary takes a look at what’s next for Omocat and if we’ll see more OMORI related content in the future.
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#OMORI #Omocat #GameDevelopmentHow Stray Was Made | DocumentaryThatGuyGlen2022-09-19 | In Marvel Strike Force, create your own S.T.R.I.K.E. Teams with heroes and villains across the Marvel Universe in this squad-based RPG! https://wehy.pe/y/1/ThatGuyGlen
This Stray documentary details the development of indie 3D adventure game Stray and goes behind the scenes of its creation. Discover more about developer BlueTwelve Studio and its two founders, Viv and Koola. When they were working at Ubisoft as artists, they decided to leave the company and instead pursue their dream of making their very first indie game together. The documentary also explores all the design decisions that BlueTwelve Studio made and shows how their cyberpunk city was inspired by a real city that was located in Hong Kong. On top of that, it shows how they experimented with human NPC’s to populate their compact city.
It also takes a close look at all the hurdles the team had to go through. The two artists had little to no experience with animation and therefore struggled in Unreal Engine 4 with the correct collision mechanic for the cat main character. Additionally, Viv and Koola wanted to keep the team as small as possible to ensure direct and easy communication. However, this did affect the scope of the game and resulted in production constraints. Furthermore, the team went through multiple designs for the cat main character, but ultimately landed on a design that was inspired by a real stray cat Viv and Koola adopted. Lastly, the team shares some advice for aspiring indie developers and talks about what’s next for BlueTwelve Studio.
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#Stray #BlueTwelveStudio #GameDevelopmentHow Enter The Gungeon Was Made by Waiting in a Parking Lot For 6 HoursThatGuyGlen2022-08-14 | Use GLEN to get 55% off your first month at Scentbird sbird.co/3r9UDSi
This Enter The Gungeon documentary details the development of indie 2D bullet hell roguelike Enter The Gungeon and goes behind the scenes of its creation. Discover more about development studio Dodge Roll and its small team of creators. Brent Sodman, David Rubel and Dave Crooks were all working at Mythic Entertainment, until EA sold the whole company. Instead of going to another EA studio, the developers decided to start their own video game company and began working on Enter The Gungeon. The documentary also explores all the design decisions that Dodge Roll made and shows how the basic premise and gameplay was born in a single afternoon.
It also takes a close look at all the hurdles the team had to go through. The team only had a few weeks to create a first prototype and pitch it to publishers at E3. Additionally, the members of Dodge Roll took a huge risk and poured all their life savings into the game and decided against using Kickstarter. Furthermore, the developers had trouble implementing the right bullet hell mechanics and ended up creating their own version of BulletML, which is an open source bullet scripting system. Lastly, Dave Crooks shares some advice for aspiring indie developers and talks about what’s next for Dodge Roll.
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#EnterTheGungeon #DodgeRoll #GameDevelopmentHow a Free Browser Game Turned Into Dead CellsThatGuyGlen2022-07-09 | 🌏 Get exclusive NordVPN deal here ➵ https://NordVPN.com/thatguyglen It’s risk free with Nord’s 30 day money-back guarantee!✌
This Dead Cells documentary details the development of 2D action roguelike indie game Dead Cells and goes behind the scenes of its creation. Discover more about developer Motion Twin, where there are no bosses or traditional hierarchy and all employees receive the same salary. For over a decade, Motion Twin mostly made free-to-play browser and mobile games until they decided to make a sequel to one of their previous games called Die2Nite, which eventually evolved into Dead Cells. The documentary also explores all the design decisions that Motion Twin made and shows how Dead Cells started as a free-to-play tower defense mobile/browser game.
It also takes a close look at all the hurdles the team had to go through. Their initial idea for a sequel Die2Nite looked promising at first, but many flaws were discovered during alpha tests. Additionally, some of the developers were tired of making mobile games at a certain point and were close to leaving the company altogether. That’s when Motion Twin changed the aim of their company entirely end decided to solely focus on Dead Cells and turn it into a hardcore PC game. Furthermore, Motion Twin struggled with raising funds and almost ran out of money a year into the game’s development. Lastly, the feedback the team received during Dead Cell’s early access phase drastically impacted development, effectively making it a community-driven game.
0:00 Timeline of early concepts part 1 6:01 Ad 7:21 Timeline of early concepts part 2 13:18 How Dead Cells was made
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#DeadCells #MotionTwin #GameDevelopmentHow Elden Ring Was Made and Why The Director Feels ApologeticThatGuyGlen2022-05-22 | Thanks to Keeps for sponsoring this video. Head to keeps.com/thatguyglen to get 50% off your first order of hair loss treatment!
This Elden Ring documentary details the development of the high fantasy RPG Elden Ring and goes behind the scenes of its creation. Discover more about renowned game developer Hidetaka Miyazaki, who directed Elden Ring and Sekiro: Shadows Die Twice at the same time. Directing Elden Ring felt very fresh to Miyazaki thanks to the unexpected collaboration with famous author George R.R. Martin. The Documentary also explores all the design decisions that the studio FromSoftware made and shows how they took all the lessons learned from creating Dark Souls and applied it to a huge open world.
It also takes a close look at all the hurdles the team had to go through. One of the trickier obstacles the developers had to deal with was trying to stop the player from getting bored. Additionally, the studio had to figure out how to give players as much freedom as possible, without it feeling overwhelming. An open world with lots of exploring to do meant the pacing had to be absolutely perfect. Furthermore, the documentary delves into why FromSoftware likes to make difficult games and why that’s not going to change anytime soon. Lastly, it takes a look at what might be next in store for Elden Ring and what FromSoftware might be planning to develop next.
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#EldenRing #FromSoftware #GameDevelopmentHow Disco Elysium Was Made | DocumentaryThatGuyGlen2022-04-15 | Use GLEN to get 55% off your first month at Scentbird sbird.co/3r9UDSi
This Disco Elysium documentary details the development of the indie detective RPG Disco Elysium and goes behind the scenes of its creation. Discover more about the development studio ZA/UM and the people behind it. Their story begins after a drunken night in Estonia when Robert Kurvitz, who ultimately became the lead writer and designer, and his friends decided to start a creative collective to make their artistic voices heard. Before attempting to make a video game, Robert first wrote a book that ended up becoming a big failure which launched him into a deep depression. The documentary also explores all the design decisions that ZA/UM made and shows how they took inspiration from Twitter.
It also takes a close look at all the hurdles the team had to go through. Robert and the rest of the team had no prior game development experience before working on Disco Elysium so the learning curve was steep. Additionally, the studio created a mechanic that had never been done before called the Thought Cabinet. Therefore, they had no past mistakes to learn from and no examples to borrow elements from. Furthermore, the team had to write an absurd amount of text for the 24 different skills that all talk to the player and can influence the outcome of every mission in multiple ways. Lastly, the documentary takes a look at the future of ZA/UM and Robert shares some advice for aspiring game developers.
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#DiscoElysium #ZA/UM #GameDevelopmentHow Cuphead Was Made and Struggled Finding The Right ProtagonistThatGuyGlen2022-02-13 | Use my link bit.ly/ThatGuyGlenDCFeb22 and check out the first chapter of any DataCamp course for FREE to unlock new career opportunities and become data fluent today!
This Cuphead documentary details the development of indie 2D platformer Cuphead and goes behind the scenes of its creation. Discover more about developer Studio MDHR and its two founders, Chad and Jared Moldenhauer. Growing up as brothers, Jared and Chad loved watching cartoons from the 30s and playing run-and-gun video games such as Mega Man, Contra and Gunstar Heroes. The documentary also explores all the design decisions that Studio MDHR made and shows how the 1930s cartoon style started as a joke.
It also takes a close look at all the hurdles the team had to go through. The two brothers and other members of the team had no prior development experience before working on Cuphead so the learning curve was steep. Additionally, the studio decided to stick as closely as possible to the traditional techniques of early animation, meaning drawing every single frame of animation by hand. This unfortunately slowed down production by 80%. Furthermore, the team went through more than 150 designs for the titular character Cuphead before they landed on the right one. Lastly, Jared and Chad share some advice for aspiring indie developers and talk about what’s next for Studio MDHR.
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#Cuphead #StudioMDHR #GameDevelopmentHow Pokémon Red & Blue Were MadeThatGuyGlen2021-12-23 | This Pokémon documentary details the development of the monster collecting RPG Pokémon Red & Blue and goes behind the scenes of their creation. Discover more about creator Satoshi Tajiri and how his love for bug catching led to the idea for Pokémon. The documentary also explores all the design decisions that development studio Game Freak, which consisted of only nine developers at the time, made and shows how Pokémon trainers were initially going to participate in battles with certain weapons for example.
It also takes a close look at all the hurdles Game Freak had to go through. The title was initially going to be “Capsule Monsters” but it had to be changed multiple times, because it resembled Ultraman’s Capsule Kaiju a little too much. Additionally, reducing over 200 designs for all the Pokémon to their favorite 151 proved to be a bigger challenge than anticipated. Furthermore, there was one moment during development that almost destroyed years of work. Lastly, the developers experienced serious problems when they were localizing Pokémon for various regions, because English for instance takes up more space than Japanese.
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#Pokémon #GameFreak #GameDevelopmentHow Don’t Starve Was Made | DocumentaryThatGuyGlen2021-10-23 | Get 20% OFF + Free Shipping with code “GLEN” at “mnscpd.com/thatguyglen”.
This Don’t Starve documentary details the development of the indie survival game Don’t Starve and goes behind the scenes of its creation. Discover more about developer Klei Entertainment and how a prototype from one of their yearly company game jams was the starting point for Don’t Starve. The documentary also explores all the design decisions that the small four-person team made and why their first concepts and prototypes were designed as a free-to-play game.
It also takes a close look at all the hurdles Klei Entertainment had to go through. The concept art at the beginning of development looked drastically different from how Don’t Starve looks today. Additionally, the team had many heated discussions about how to monetize their survival game. Furthermore, it delves into why the indie studio chose to launch a free beta version of Don’t Starve on the Chrome Web Story and opted for a transparent development process that relied heavily on direct feedback from players. Lastly, it sums up all the lessons they learned throughout Don’t Starve’s entire development.
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#DontStarve #KleiEntertainment #GameDevelopmentHow Hades Was Made and Why its Early Concept Didn’t WorkThatGuyGlen2021-09-13 | This Hades documentary details the development of the indie game Hades and goes behind the scenes of its creation. Discover how Supergiant Games, the creators of Bastion, Transistor and Pyre, prioritized a transparent and inclusive development process before they even had the idea for their first roguelike dungeon-crawler. The documentary also explores all the design decisions that Supergiant Games made and why Theseus was originally going to be the protagonist instead of Zagreus.
It also takes a close look at the inspirations for the ink art style and why the team choose to introduce more diversity among the Olympian characters. Implementing a cohesive narrative within the roguelike genre also presented lots of challenges that the studio found clever solutions for. Furthermore, it explores how the developers used Early Access to create the best possible version of Hades.
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#Hades #SupergiantGames #GameDevelopmentHow Amnesia: The Dark Descent Was Made and Almost Ruined The StudioThatGuyGlen2021-08-01 | This Amnesia: The Dark Descent documentary details the development of the indie horror game Amnesia: The Dark Descent and goes behind the scenes of its creation. Discover more about the indie horror game made by Frictional Games and how early iterations were inspired by Super Mario. The documentary also explores all the design decisions that Frictional Games made.
It also takes a close look at all the struggles Frictional Games had to go through during Amnesia’s development. There were multiple moments during its development that could have caused a premature end to both the game and the entire studio. Furthermore, it delves into how the game uses people’s own imagination against them by lying about the inner workings of the game’s sanity system. Lastly, the documentary shows a lot of concept art and early alpha footage that was hidden in the game’s files.
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#AmnesiaTheDarkDescent #FrictionalGames #GameDevelopmentHow One Person Changed Indie Games Forever | DocumentaryThatGuyGlen2021-06-21 | This Cave Story documentary details the development of the indie game Cave Story and goes behind the scenes of its creation. Discover how solo developer Daisuke “Pixel” Amaya learned how to make video games and what chain of events led to the idea for his legendary action platformer game that was released in 2004. The documentary also explores all the design decisions that Daisuke made and how Cave Story was inspired by some of Daisuke’s favorite games.
It also takes a close look at all the hurdles Daisuke had to go through during development. As a solo developer, he was responsible for all the art, music, writing and programming. He did all this while also working full-time for a printer company, one of the reasons it took five years to develop Cave Story. Furthermore, it explores why Daisuke released the indie game completely free of charge. Lastly, the documentary explains how the PC port Cave Story+ and 3DS port Cave Story 3D came to be, as well as what Daisuke Amaya is up to now.
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#CaveStory #DaisukeAmaya #GameDevelopmentHow The Binding of Isaac Was Made and Designed to FailThatGuyGlen2021-05-10 | This The Binding of Isaac documentary details the development of the indie game The Binding of Isaac and goes behind the scenes of its creation. Discover more about indie developer Edmund McMillen and what inspired him to make his first roguelike after the success of his previous game Super Meat Boy. The documentary covers the entire development, from the original The Binding of Isaac all the way to the final DLC titled Repentance. It explores all the design decisions that Edmund made and why he designed Isaac to fail.
Furthermore, it also takes a close look at all the problems Edmund and his co-developer Florian Himsl faced during Isaac’s development that started during a relaxing game jam. For example, the original Isaac was entirely made in Flash and this caused quite a lot of technical problems to get it to run properly on PC. Lastly, the documentary looks to the future to see what’s still in store for The Binding of Isaac and when we can expect a sequel to the successful roguelike.
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#TheBindingOfIsaac #EdmundMcMillen #GameDevelopmentHow Terraria Was Made and Why Development Suddenly StoppedThatGuyGlen2021-03-27 | This Terraria documentary details the development of the indie game Terraria and goes behind the scenes of its creation. Discover more about how Andrew “Redigit” Spinks got the idea for the popular sandbox game and started his own indie studio Re-Logic, to begin development on Terraria. The documentary also explores all the design decisions that Andrew and his team made and how Terraria was inspired by some of Andrew’s favorite games.
It also takes a close look at all the hurdles Re-Logic had to go through during Terraria’s 9-year long development cycle. There were actually multiple moments during its development that could have caused a premature end to Terraria’s decade long journey. Furthermore, it delves into other Re-Logic projects like Terraria 2 and Terraria: Otherworld and what exactly happened to them over the years. Lastly, the documentary explores Terraria’s legacy and how Re-Logic handed the keys to the community after they released the last major update titled “Journey’s End”.
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#Terraria #Relogic #GameDevelopmentThe Story Behind Roots of Pachas DevelopmentThatGuyGlen2021-03-07 | This interview with the developers of Roots of Pacha goes behind the scenes of its development and details several aspects of the game like who’s working on it, the initial spark, inspirations, combat, spiritual elements, multiplayer, endgame content and more. Discover more details about this new upcoming farming simulator set in the Stone Age that's inspired by Harvest Moon and Stardew Valley. Additionally, learn more about the history of the developers and why they started their own indie studio Soda Den.
Timestamps: 0:00 Intro 0:55 History of The Developers 3:23 Interview
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#RootsOfPacha #SodaDen #GameDevelopmentHow Shovel Knight Was Made and Started as a JokeThatGuyGlen2021-02-19 | This Shovel Knight documentary details the development of the indie video game Shovel Knight and goes behind the scenes of its creation. Discover how a handful of ex-WayForward developers started Yacht Club Games and wanted to make a game that adopted a simpler style of gameplay, much like the classic NES games from the eighties. The documentary also explores how the Kickstarter initially almost barely got funded but eventually blew up almost overnight and unlocked every single stretch goal.
It also details all the design decisions that the studio made throughout development and how the team had to break the limitations of the NES to make Shovel Knight work. Furthermore, it delves into how Yacht Club Games ran out of money a couple of months before development and how it affected the team. Lastly, the documentary takes a look at why the developers burned out after developing the first additional campaign and what they did to recover from it.
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#ShovelKnight #YachtClubGames #GameDevelopmentHow Papers, Please Was Made and The History of The DeveloperThatGuyGlen2021-01-17 | This Papers, Please documentary details the development of the indie video game Papers, Please and goes behind the scenes of its creation. It also details the history of Lucas Pope’s development career. Discover how solo developer Lucas Pope got the idea for a game about checking people’s documents and how he was able to generate thousands upon thousands of unique travelers all on his own.
The documentary also explores the entire development history of Lucas Pope, all the way from when he started his own development studio in the nineties, to working on the Uncharted series at Naughty Dog. It also details all the design decisions that Lucas made throughout development and how he not only wanted to make a fun game, but also put the player’s moral compass to the test. Lastly, the documentary also takes a brief look at what Lucas did next and what he’s up to currently.
0:00 Intro 0:54 The history of Lucas Pope 14:11 How Papers, Please was made
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#PapersPlease #LucasPope #GameDevelopmentHow Among Us Was Made and Why The Developers Wanted to QuitThatGuyGlen2020-11-30 | This Among Us documentary details the development of the indie video game Among Us and goes behind the scenes of its creation. Discover how the members of the small indie studio InnerSloth all met each other in college and started working on Among Us in 2017, after a previous project failed. Originally, the game was only playable on mobile and didn’t support online multiplayer. After the Steam release months later, the team was thinking about giving up on the game entirely.
The documentary also explores how Among Us became a massive success for the small indie studio and what kind of impact it had on the game itself and the developers. It also details all the design decisions that InnerSloth made throughout development. Lastly, the documentary also takes a look at what’s next for Among Us.
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#AmongUs #InnerSloth #GameDevelopmentHow The Stanley Parable Was Made and Broke Up The Dev TeamThatGuyGlen2020-11-01 | This The Stanley Parable documentary details the development of the indie video game The Stanley Parable and goes behind the scenes of its creation. Discover how Davey Wreden started working on the original Half-Life 2 mod version of The Stanley Parable when he was a 19 year old film student. Davey created the mod all on his own and when he released it, it instantly became an immense success.
Despite all the success, Davey felt very lost after the game’s release, but thanks to the positive feedback from fans, he felt energized again and decided to remake the Half-Life 2 mod into a fully fledged game. He brought in developers from all over the world to help create the remake, including an independent developer named William Pugh. The duo were equal partners on the project, sharing the title of designer and writer. They set up their own studio called Galactic Cafe.
The documentary also explores all the design decisions that Davey and William made and how, after the game’s release, the two developers struggled and parted ways. Lastly, the documentary also takes a look at how Davey and William found their way back to each other to create The Stanley Parable: Ultra Deluxe edition.
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#TheStanleyParable #DaveyWreden #WilliamPughHow Celeste Was Made and Inspired by Real-Life Rock ClimbingThatGuyGlen2020-10-02 | This Celeste documentary details the development of the indie video game Celeste and goes behind the scenes of its creation. Discover how Celeste started out as a simple PICO-8 game that was developed in four days and grew to the beloved indie platformer we know today. Once developers Maddy Thorson and Noel Berry were done with the PICO-8 game they decided to assemble a team to expand it into a fully-fledged game.
The documentary also explores all the design decisions that the studio Matt Makes Games made and how the story of Celeste is very much a reflection of director Maddy Thorson’s personal experience with anxiety. Lastly, the documentary also takes a look at what’s next for the studio.
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#Celeste #MattMakesGames #GameDevelopmentHow Undertale Was Made and Why its Success Scared The CreatorThatGuyGlen2020-08-30 | This Undertale documentary details the development of the indie video game Undertale and goes behind the scenes of its creation. Discover how developer Toby Fox came up with the idea for the unconventional RPG and how he wanted to challenge conventional RPG mechanics and tropes and fully embrace the video game medium. While Toby developed Undertale mostly on his own, he did receive help from several artists, most notably a friend of his named Temmie Chang.
The documentary also explores all the design decisions that Toby Fox made and how the game was inspired by a Wikipedia article about arrays. It also details how Toby Fox struggled with the success of Undertale and even caused a burnout. Lastly, the documentary also takes a look at Toby's next project Deltarune.
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#Undertale #TobyFox #GameDevelopmentHow a Yoshi Prototype Turned Into Super Mario 64ThatGuyGlen2020-06-14 | This Super Mario 64 documentary details the development of the video game Super Mario 64 and goes behind the scenes of its creation. Discover how Shigeru Miyamoto first had the idea for a 3D Mario game during the development of Star Fox on the SNES and how it was later inspired by a Yoshi prototype that was pitched by the UK-based development studio Argonaut Software.
The documentary also explores the many trials and tribulations the development team faced and takes a look at the many design decisions that were made during development of the Nintendo 64 launch title. Super Mario 64 became a huge success for Nintendo and was one of the main contributing factors of the Nintendo 64’s initial popularity. It also set a new standard for 3D platformers and even to this day, it’s still considered to be one of the best platformers around.
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#SuperMario64 #Nintendo #GameDevelopmentHow Stardew Valley Was Made by Only One PersonThatGuyGlen2020-05-19 | This Stardew Valley documentary details the development of the indie video game Stardew Valley and goes behind the scenes of its creation. Discover how Eric Barone, an Auburn native, made the very successful farming simulator RPG all by himself. Creating all the art, music, sound effects, dialogue and programming were a daunting task that had its ups and downs, but after four years of development, it all paid off for Eric. Stardew Valley would go on to be a huge success, selling 10 million copies as of January 2020.
The documentary also explores how Eric wanted to develop a small Harvest Moon clone at first, but eventually decided to expand the scope of his passion project and develop his dream version of what Harvest Moon could be. It also details why Eric Barone kept his real-life identity a secret for years and instead used his nickname ConcernedApe when he communicated about Stardew Valley’s development.
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#StardewValley #EricBarone #GameDevelopmentHow Darkest Dungeon Was Made and Caused an OutrageThatGuyGlen2020-04-25 | This Darkest Dungeon documentary details the development of the indie video game Darkest Dungeon and goes behind the scenes of its creation. Discover how Tyler Sigman and Chris Bourassa created their own game development studio and brought their idea for Darkest Dungeon to life, as well as how they managed to develop a critically and financially successful game with the help of Kickstarter and Early Access.
The documentary also explores why the developer had to deal with an outrage after they implemented two new gameplay changes in the Early Access version. Red Hook Studios is far from done with the world they created for Darkest Dungeon and is currently working on Darkest Dungeon 2, a direct sequel that will release on Early Access first, just like the original.
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#DarkestDungeon #RedHookStudios #GameDevelopmentHow Journey Was Made and Why The Developer Went BankruptThatGuyGlen2020-03-15 | This Journey documentary details the development of the video game Journey and goes behind the scenes of its creation. The documentary also explores why the developer Thatgamecompany went bankrupt a couple of months before Journey was released in 2012. Jenova Chen was the creative director of Journey and made it his mission to make a video game where players can emotionally connect with each other. Discover the many struggles the team had to go through while developing this amazing video game.
Background music: Court and Page - Silent Partner Outro song: Thank You R.G.E. - Joe Bagale
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#Journey #Thatgamecompany #GameDevelopmentHow Subnautica Was Made and Saved by its CommunityThatGuyGlen2020-02-13 | This Subnautica documentary details the development of the indie video game Subnautica and goes behind the scenes of its creation. Discover how the developer Unknown Worlds did Early Access right with the development of Subnautica. The documentary explores why the game is a showcase for how to successfully apply a transparant game development approach. Unknown Worlds is currently applying everything they learned from the development of Subnautica to its sequel Subnautica: Below Zero.
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#Subnautica #UnknownWorlds #GameDevelopmentHow Untitled Goose Game Was Made and Inspired by HitmanThatGuyGlen2020-01-24 | This Untitled Goose Game documentary details the development of the indie video game Untitled Goose game and goes behind the scenes of its creation. Discover how the Australian developer House House got the idea for the goose game and how it became a huge internet sensation.
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#UntitledGooseGame #HouseHouse #GameDevelopmentWhy Konami Pushed Hideo Kojima Out of The CompanyThatGuyGlen2020-01-13 | This video game documentary about Hideo Kojima details the whole story of why Konami pushed Hideo Kojima out of the company after he was employed there for nearly three decades.
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#HideoKojima #Konami #VideoGameDocumentaryHow The Last Guardian Survived Development HellThatGuyGlen2019-12-21 | This The Last Guardian documentary details the development of the video game The Last Guardian and goes behind the scenes of its creation. Discover why the game was delayed for so long and how the start of its development goes all the way to 2005, when Fumito Ueda started to think about ideas for his next project. The Last Guardian was eventually released on the 6th of December 2016.
The documentary also takes a look at Fumito Udea's next project which he has hinted at on the genDESIGN website with an image titled "Beauty and the Beast 2018".
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