Animator Los Angeles, CA [email protected]

Total Page:16

File Type:pdf, Size:1020Kb

Animator Los Angeles, CA Kielfiggins22@Gmail.Com Kiel Figgins – Character Animator www.3dFiggins.com Los Angeles, CA [email protected] ---------- Skills ----------------------------------------------------------------------------------------- • Proficiency in 3d Animation using Maya • Strong Sense of Timing, Weight, and Body Language • Character Setup for Maya • Scripting in MEL, MAXScript, and HTML • Six years Graphic & User Interface Design • Four years applied 2d/Studio Art training -------- Work Experience -------------------------------------------------------------------------- Character Animator - Freelance, Moving Picture Company | Los Angeles, CA : Apr ‘09 - June ‘09 • Character / Creature Animations using Maya 2008 o InFamous | Cinema : Summer '09 Lead Animator, Shilo | Del Mar, CA : 2008 - 2009 • Cinema, Broadcast, Viral Character / Creature Animations and Setup using Maya • Coordinate and Schedule eight other In house / Freelance Animators / Artists Mercenaries 2 Beetle Gunner Blackjack: Gadget Hankook Tyres Kmart Protege Cruise Lines Camry Interactive Burma Peace Bank Bird Animation Supervisor / Animator, Shilo (freelance) | Del Mar, CA : 2005 – 2008 • Cinema, Broadcast, Viral Character / Creature Animations and Setup using Maya • Coordinate and Schedule six other Freelance Animators / Artists Scion xD - Pit Stop Scion xD - Fable Cingular Blackjack Scion xB – Bulldog Toyota Rav4 Era - Birds Scion tC – Fire Demon Sony Walkman ASA Extreme Sports Animator - Freelance, Black Sun Entertainment | San Diego, CA : Spring 2009 - Present • Character / Creature Animations using Maya 2008 o Azureus Rising | Short Film : (In Development) Animator - Freelance, Losq Bros | Los Angeles, CA : Spring 2009 - Present • Character / Creature Animations using Maya 2008 o Mouse's Tale | Short Film : (In Development) Animator, Ember Studios (freelance) | Santa Monica, CA : Spring 2008 • Crowd Animations using Maya o Unannounced | TV Spot : Spring 2008 Animator, Crack Creative (freelance) | Culver City, CA : Spring 2006 • Pre-Vis - Broadcast Animatic Animations using Maya o Nissan Maxima | TV Spot : Spring 2006 Artist, Edge of Reality (freelance) | Austin, TX : Spring 2008 • Skinning in game characters using Maya o The Incredible Hulk | Next Gen Console : Spring 2008 For the most updated and complete version, please visit 3DFiggins.com 1 Kiel Figgins – Character Animator www.3dFiggins.com Los Angeles, CA [email protected] -------- Work Experience (continued) ------------------------------------------------------------ Animator, NCsoft | Austin, TX : 2005 - 2008 • Character / Creature In-game Animations and Setup using 3ds Max • MAXScripting Animation Tools • Manage Skinning of Player Avatar Suits, Faces and Gear o Tabula Rasa Expansion | PC : 2007 (In Development) o Tabula Rasa | PC : 2005-2007 Animator, TKO Software | Dallas, TX : 2004 - 05 • In-game Cut Scenes and Cycle Animations using Maya • Character / Creature Setup, Rigid Body Dynamics with In-game Applications o Heaven Vs Hell | PC, Next Gen Console : 2005-present (In Development) o Ms. PacMan: Maze Madness 2 | PC XBox PS2 GameCube DS : 2005 (unreleased) o Gunforge | Nokia N-Gage : 2005 (unreleased) o Leisure Suit Larry: Pocket Party | Nokia N-Gage : 2004-05 (unreleased) o Space Impact | Nokia N-Gage : 2006 Project Supervisor, Last Chance Media (freelance) | Austin, TX : Winter 2006 • Animation Pipeline, Scene Layout and Execution, Storyboards, Level Design • Coordinated and Scheduled three other Freelance Animators / Artists o Insect Wars | Video Game Trailer : Winter 2006 Art Asset Supervisor, NDA (freelance) | San Diego, CA : 2008 Lead User Interface Designer & Graphic Artist, ASAP Media | Orono, ME : 2001-03 Concept Artist and Character Designer, Raining Talent (freelance) | Orlando, FL : 2004 Storyboard Artist, “Behind the Scenes Tour”, Full Sail Education | Orlando, FL : 2004 -------- Education ------------------------------------------------------------------------------------- Full Sail Real World Education | Winter Park, FL : 2003- Sept 04 Associate of Science in Computer Animation • Valedictorian • Award: Course Director's for • Award: Advanced Achiever Shaders and Lighting University of Maine | Orono, ME : 2001-03 Studies in Art with focus on transferring to Full Sail: • Bachelor of Fine Art - Studio Art • Assoc. of Science in New Media • Assoc. of Art in Art History • Dean’s List Fall 01 - Spring 03 Academy of Art College | San Francisco, CA : 2000 Successfully completed six week Intensive Study with classes in: • Figure Drawing, Comic Book Illustration, Drawing and Composition -------- Workshops Taught –------------------------------------------------------------------------ Two Day Workshops in Maya- Attendees received Maya files, DVDs, Notes and Outlines • Academics to the Industry: Getting a Job in Animation – AISD | San Diego : Spring ‘09 • Animation Pipeline: Boards to Screen – University of Maine | Orono, ME : Fall ‘08 • Animation Boot Camp – American Intercontinental University | Miami, FL : Fall ‘06 • Introduction to Animation – University of Maine, Orono | Orono, ME : Fall ‘06 For the most updated and complete version, please visit 3DFiggins.com 2.
Recommended publications
  • (TMIIIP) Paid Projects Through August 31, 2020 Report Created 9/29/2020
    Texas Moving Image Industry Incentive Program (TMIIIP) Paid Projects through August 31, 2020 Report Created 9/29/2020 Company Project Classification Grant Amount In-State Spending Date Paid Texas Jobs Electronic Arts Inc. SWTOR 24 Video Game $ 212,241.78 $ 2,122,417.76 8/19/2020 26 Tasmanian Devil LLC Tasmanian Devil Feature Film $ 19,507.74 $ 260,103.23 8/18/2020 61 Tool of North America LLC Dick's Sporting Goods - DecembeCommercial $ 25,660.00 $ 342,133.35 8/11/2020 53 Powerhouse Animation Studios, In Seis Manos (S01) Television $ 155,480.72 $ 1,554,807.21 8/10/2020 45 FlipNMove Productions Inc. Texas Flip N Move Season 7 Reality Television $ 603,570.00 $ 4,828,560.00 8/6/2020 519 FlipNMove Productions Inc. Texas Flip N Move Season 8 (13 E Reality Television $ 305,447.00 $ 2,443,576.00 8/6/2020 293 Nametag Films Dallas County Community CollegeCommercial $ 14,800.28 $ 296,005.60 8/4/2020 92 The Lost Husband, LLC The Lost Husband Feature Film $ 252,067.71 $ 2,016,541.67 8/3/2020 325 Armature Studio LLC Scramble Video Game $ 33,603.20 $ 672,063.91 8/3/2020 19 Daisy Cutter, LLC Hobby Lobby Christmas 2019 Commercial $ 10,229.82 $ 136,397.63 7/31/2020 31 TVM Productions, Inc. Queen Of The South - Season 2 Television $ 4,059,348.19 $ 18,041,547.51 5/1/2020 1353 Boss Fight Entertainment, Inc Zombie Boss Video Game $ 268,650.81 $ 2,149,206.51 4/30/2020 17 FlipNMove Productions Inc.
    [Show full text]
  • Animation: Types
    Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by rostrum camera onto motion picture film.
    [Show full text]
  • Gaming Cover Front
    Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures ..........................................................................................................................................
    [Show full text]
  • Computerising 2D Animation and the Cleanup Power of Snakes
    Computerising 2D Animation and the Cleanup Power of Snakes. Fionnuala Johnson Submitted for the degree of Master of Science University of Glasgow, The Department of Computing Science. January 1998 ProQuest Number: 13818622 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a com plete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. uest ProQuest 13818622 Published by ProQuest LLC(2018). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States C ode Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106- 1346 GLASGOW UNIVERSITY LIBRARY U3 ^coji^ \ Abstract Traditional 2D animation remains largely a hand drawn process. Computer-assisted animation systems do exists. Unfortunately the overheads these systems incur have prevented them from being introduced into the traditional studio. One such prob­ lem area involves the transferral of the animator’s line drawings into the computer system. The systems, which are presently available, require the images to be over- cleaned prior to scanning. The resulting raster images are of unacceptable quality. Therefore the question this thesis examines is; given a sketchy raster image is it possible to extract a cleaned-up vector image? Current solutions fail to extract the true line from the sketch because they possess no knowledge of the problem area.
    [Show full text]
  • Pcgzine Issue 17
    FREE! NAVIGATE |01 Issue 17 | May 2008 WIN! LINEAGE II New collector’s PCGZine editions Free Magazine For PC Gamers. Read it, Print it, Send it to your mates… MASSIVE REVIEW INSIDE! MORE HOT REVIEWS... TOM CLANCY’S RAINBOW SIX VEGAS 2 C&C 3: KANE’S WRATH SAM & MAX: EPISODE 5 But is the Director’s Cut the deepest? AGE OF CONAN INTERVIEW We wrestle with FIRST SCREENS! PLUS ALL THESE GAMES & MORE the brutal MMO! THE SIMS 3 One thing’s for sure... Two Worlds: It’s character building! Race Driver: GRID Bionic Commando The Incredible Hulk Temptation CONTROL NAVIGATE |02 WIN! This month’s highlights... LINEAGE II Don’t miss! COLLECTOR EDITIONS PCGZine AGE OF CONAN INTERVIEW You wait ages for one Ubisoft game to turn Drunken fighting and angry Yetis in our up and then two arrive at once, one kicking Assassin’s Creed exclusive chat with Conan’s producer down your door and blinding you with a Does the PC version boast flashbang, the other leaping off a horse and enough new content to sticking a dagger in your back. Assassin’s Creed make it worth playing? and Rainbow Six Vegas 2 are here at last and for the most part are well worth the wait. Find out The Sims 3 QUICK FINDER Lonely punks & klepto grannies! what the PC versions of these massive console Every game’s just a click away! hits have in store for you in our massive reviews. In less deadly news, The Sims 3 has been The Incredible Hulk The Sims 3 Rainbow Six showing off its awesome new custom wares Red Alert 3 Bionic Commando this month and in this full sequel it’s all about Two Worlds: Temptation Race Driver: GRID Vegas 2 Bionic Commando customising character traits as much as Devil May Cry 4 Age of Conan The boys are back in town Armed and very dangerous PAGE 13 appearance, with practically Far Cry 2 Assassin’s Creed READER infinite options promised.
    [Show full text]
  • Teachers Guide
    Teachers Guide Exhibit partially funded by: and 2006 Cartoon Network. All rights reserved. TEACHERS GUIDE TABLE OF CONTENTS PAGE HOW TO USE THIS GUIDE 3 EXHIBIT OVERVIEW 4 CORRELATION TO EDUCATIONAL STANDARDS 9 EDUCATIONAL STANDARDS CHARTS 11 EXHIBIT EDUCATIONAL OBJECTIVES 13 BACKGROUND INFORMATION FOR TEACHERS 15 FREQUENTLY ASKED QUESTIONS 23 CLASSROOM ACTIVITIES • BUILD YOUR OWN ZOETROPE 26 • PLAN OF ACTION 33 • SEEING SPOTS 36 • FOOLING THE BRAIN 43 ACTIVE LEARNING LOG • WITH ANSWERS 51 • WITHOUT ANSWERS 55 GLOSSARY 58 BIBLIOGRAPHY 59 This guide was developed at OMSI in conjunction with Animation, an OMSI exhibit. 2006 Oregon Museum of Science and Industry Animation was developed by the Oregon Museum of Science and Industry in collaboration with Cartoon Network and partially funded by The Paul G. Allen Family Foundation. and 2006 Cartoon Network. All rights reserved. Animation Teachers Guide 2 © OMSI 2006 HOW TO USE THIS TEACHER’S GUIDE The Teacher’s Guide to Animation has been written for teachers bringing students to see the Animation exhibit. These materials have been developed as a resource for the educator to use in the classroom before and after the museum visit, and to enhance the visit itself. There is background information, several classroom activities, and the Active Learning Log – an open-ended worksheet students can fill out while exploring the exhibit. Animation web site: The exhibit website, www.omsi.edu/visit/featured/animationsite/index.cfm, features the Animation Teacher’s Guide, online activities, and additional resources. Animation Teachers Guide 3 © OMSI 2006 EXHIBIT OVERVIEW Animation is a 6,000 square-foot, highly interactive traveling exhibition that brings together art, math, science and technology by exploring the exciting world of animation.
    [Show full text]
  • 2D Animation Software You’Ll Ever Need
    The 5 Types of Animation – A Beginner’s Guide What Is This Guide About? The purpose of this guide is to, well, guide you through the intricacies of becoming an animator. This guide is not about leaning how to animate, but only to breakdown the five different types (or genres) of animation available to you, and what you’ll need to start animating. Best software, best schools, and more. Styles covered: 1. Traditional animation 2. 2D Vector based animation 3. 3D computer animation 4. Motion graphics 5. Stop motion I hope that reading this will push you to take the first step in pursuing your dream of making animation. No more excuses. All you need to know is right here. Traditional Animator (2D, Cel, Hand Drawn) Traditional animation, sometimes referred to as cel animation, is one of the older forms of animation, in it the animator draws every frame to create the animation sequence. Just like they used to do in the old days of Disney. If you’ve ever had one of those flip-books when you were a kid, you’ll know what I mean. Sequential drawings screened quickly one after another create the illusion of movement. “There’s always room out there for the hand-drawn image. I personally like the imperfection of hand drawing as opposed to the slick look of computer animation.”Matt Groening About Traditional Animation In traditional animation, animators will draw images on a transparent piece of paper fitted on a peg using a colored pencil, one frame at the time. Animators will usually do test animations with very rough characters to see how many frames they would need to draw for the action to be properly perceived.
    [Show full text]
  • High-Performance Play: the Making of Machinima
    High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.
    [Show full text]
  • How to Become an Animator – By
    How to Become an Animator Your guide for evaluating animation jobs and animation schools By Kris Larson About the Author: Kris Larson was a senior marketing executive and hiring manager in the entertainment industry for many years. She currently works with Animation Mentor to develop eBooks and articles about the animation industry. (Shameless Plug) Learn Character Animation from Professional Animators Who Are Working at Major Studios If you want to be a character animator, you’ll need to know more than just animation tips and tricks. Bobby Beck, Shawn Kelly, and Carlos Baena cofounded the online character animation school in 2005 because many aspiring animators weren’t learning the art behind animation. Animation Mentor teaches you the art behind animation under the guidance of professional animators who are currently working at leading studios. Our approach also prepares you with the skills and experience to succeed in a studio environment. At the end of the program, you graduate with a killer demo reel that’s your resume for a job and connections to jobs at film studios and video game companies. If you want to learn more about Animation Mentor, check us out. We can teach you everything you need to know to create a great demo reel and land a job in 18 months. We want to help you reach your dreams of becoming an animator. LETTER FROM ANIMATIONMENTOR.COM FOUNDERS Dear Aspiring Animator, If you’re reading this eBook, that means you’re interested in becoming an animator, the coolest job in the world! We’ve been animators for a while now, working at Pixar Animation Studios and Industrial Light & Magic (ILM).
    [Show full text]
  • 10Th IAA FINALISTS ANNOUNCED
    10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer
    [Show full text]
  • Multimedia Artist and Animator
    Explore your future pathway Multimedia Artist and Animator Career Overview Education/Training Multimedia artists and animators create two- and three- Employers typically require a bachelor’s degree, and they dimensional models, animation, and visual effects for look for workers who have a portfolio of work and strong television, movies, video games, and other forms of technical skills. Animators typically have a media. They often work in a specific form or medium. bachelor’s degree in fine art, computer graphics, animation, Some create their work primarily by using computer or a related field. Programs in computer graphics often software while others prefer to work by drawing and include courses in computer science in addition painting by hand. Each animator works on a portion of the to art courses. project, and then the pieces are put together to create one cohesive animation. Bachelor’s degree programs in art include courses in painting, drawing, and sculpture. Degrees in animation Animators typically do the following: often require classes in drawing, animation, and film. Many -Use computer programs and illustrations to create schools have specialized degrees in topics such as graphics and animation interactive media or game design. -Work with a team of animators and artists to create a movie, game, or visual effect Important Qualities -Research upcoming projects to help create realistic designs or animations Artistic talent should have artistic ability and a good understanding of color, texture, and light. However, -Develop storyboards that map out key scenes they may be able to compensate for artistic shortcomings in animations with better technical skills. -Edit animations and effects on the basis of feedback from Communication skills need to work as part of a directors, other animators, game designers, or clients complex team and respond well to criticism and feedback.
    [Show full text]
  • Dragon-Age-Origins-Manuals
    WARNING Before playing this game, read the Xbox 360® Instruction Manual CONTENTS and any peripheral manuals for important safety and health information. Keep all manuals for future reference. For replacement manuals, see www.xbox.com/support INTRODUCTION . 5 or call Xbox Customer Support. COMPLETE CONTROLS . 5 CHARACTER CONTROL . 5 TARGETS AND DEFAULT ACTIONS . 5 Important Health Warning About Playing Video Games RADIAL MENU . 5 Photosensitive seizures BATTLE MENU . 5 A very small percentage of people may experience a seizure when exposed to certain SPECIAL ABILITIES . 6 visual images, including fl ashing lights or patterns that may appear in video games. MAIN MENU . 6 Even people who have no history of seizures or epilepsy may have an undiagnosed LOG IN . 6 condition that can cause these “photosensitive epileptic seizures” while watching video games. DOWNLOADABLE CONTENT . 6 These seizures may have a variety of symptoms, including lightheadedness, altered CHARACTER GENERATION . 6 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, GENDER . 6 confusion, or momentary loss of awareness. Seizures may also cause loss of RACE . 6 consciousness or convulsions that can lead to injury from falling down or striking HUMAN . 6 nearby objects. ELF . 7 Immediately stop playing and consult a doctor if you experience any of these DWARF . 7 symptoms. Parents should watch for or ask their children about the above symptoms— children and teenagers are more likely than adults to experience these seizures. The risk RACIAL BENEFITS . 7 of photosensitive epileptic seizures may be reduced by taking the following precautions: CLASS . 7 Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play WARRIOR .
    [Show full text]