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1 | Name | Title | Discipline | Link: | contact email | Yrs Experience | Games worked on | Games shipped | Top areas of expertise | Significant title credits | |||||||||||||||||
2 | Bailie, Teresa | Sr Producer | production | https://www.linkedin.com/in/teresabailie/ | 19 | 31 | 27 | Team management and facilitating cross team communication. Onboarding and mentoring team members. Planning and visualizing pipelines. Outsourcing management and planning. Project and sprint planning, task prioritization and risk management. PR/Marketing and Social media and finance experience. Worked on publishing side in Production and Sales Operations. | Infamous Second Son & its DLCs Condemned series Fear series Scriblenaughts series. | ||||||||||||||||||
3 | Bhandari, Kavita | HR Director | human resources | https://www.linkedin.com/in/kavita-bhandari-8a210b94/ | kavitabhand@gmail.com | 15 | HR Strategy, recruitment, talent development, Compensation management, performance management, career planning, workforce planning, and personal well-being. | ||||||||||||||||||||
4 | Biro, Gary | Art Outsourcing Producer/ Sr Environment Artist | production / art | https://www.linkedin.com/in/gary-biro-4891622/ | gbiro1@yahoo.com | 23 | 15 | 11 | Enviro Art leadership/planning/management/outsourcing. Art optimization. Enviro Art/Prop and related art creation. Level layout work and especially love destruction work as well. | Forza World Of Tanks Socom MAG Evil Dead | |||||||||||||||||
5 | Bodenbender, Scott | Principal Programmer | engineering | https://www.linkedin.com/in/scott-bodenbender-9425132/ | 29 | 19 | 15 | Game AI Programming Gameplay Programming Game Systems Programming | CS:GO Defense Grid Defense Grid2 Hypercade Witchblood Racoon Lagoon Kings Quest: Mask of Eternity Evil Dead: Regeneration Hoyle Casino Empire | ||||||||||||||||||
6 | Boren, Brannon | Principal Designer | design | https://www.linkedin.com/in/brannonboren/ | 23 | many | many | Setting/Character creation, narrative content and systems, story structure UX/UI design (not art or implementation) Monetization and engagement system design | Halo (setting bible co-author), FarmVille & FarmVille 2, The Matrix Online, Crimson Skies, Star Trek Fleet Command: Kobayashi Maru, Stargate SG-1 (TTRPG) | ||||||||||||||||||
7 | Brierley, Christian | Lead Animator | art | https://www.linkedin.com/in/cbrierley/ | cbrierley@me.com | 17 | 18 | 16 | Lead Animator Gameplay Animation Cinematic Animation | New World Mortal Combat X Yaiba Ninja Gaiden Z Lost Planet 3 Gear of War 3 Halo: Reach Grand Theft Auto IV God Of War 3 | |||||||||||||||||
8 | Brown, Garrett | Lead Designer-Combat | design | https://www.linkedin.com/in/garrett-brown-2b36473/ | garrettkbrown@gmail.com | 19 | 8 | 5 | Combat Design - I've done 1 v 1 fighters, beat'em ups, networked games, bullet hell shmups, and turn based battlers. It's what I love to do and what I'm best at. I have a specific focus on melee combat and hit feel; Making combos hit hard and feel powerful. Creating the feedback that players need for fun, clear, exciting combat Rapid Prototyping - Again, https://snarge.itch.io/ shows the diverse set of things I do when I'm not working professionally. You'll find beat'em ups, shmups, puzzlers, and experimental projects. While these are all made in Unity, I have a visual novel written in RenPy and the GAS Beat'em up in UE5 uploaded to this site as well, I just don't list them. There's a lot more at play than just Unity programming though. This is finding assets you can't make yourself and making them work in a game demo. Throwing up short promotional videos to social media to get a following. Organizing yourself, and occasionally others in Trello. Learning Blender and pixel art to fill in the gaps where you can't get an artist. Unity Programming - I'm very comfortable in C# / Unity, having shipped and worked on multiple projects | - Marvel Ultimate Alliance 2 (Wii, n-Space) - Tron: Battle Grids (Wii, n-Space) - Might and Mayhem (Mobile, Kiz Studios) - Power Rangers: Legacy Wars (Mobile, nWay) - Breaktory (PC, Self) | |||||||||||||||||
9 | Cederskoog, Karin | Sr Level/Encounter Designer | design | https://www.linkedin.com/in/karincederskoog/ | 11 | 29 | 21 | Game design/scripting, AI design, quest/mission design | the Hunter: Call of the Wild (AI Designer & Scripter), Eastshade (Quest Designer & Scripter) | ||||||||||||||||||
10 | Chapman, Max | Lead Character Artist | art | https://www.linkedin.com/in/max-chapman-1534991/ | 20 | 23 | 15 | Most of the last decade or so I have been in charge of developing and contributing to AAA character teams, developing pipelines, collaborating with other disciplines as well as managing internal and external artists, as well as individually contributing However, I have done many different things in my career that may not be obvious. Arena Net I was hired as the character creature lead on a new GW console effort. After about a year, the AD was promoted to studio AD, and I was asked to basically be the assistant AD on that project. As well as running the internal character/creature team I was asked to manage the Prototype and Lookdev efforts with external environment efforts, which included internal animation and internal/external concept efforts. Twisted Metal Black (Production Road) Created a standalone remote team to work with Eat Sleep Play, from concept, track construction, vehicle & characters. Midway/Surreal : I led codev teams on several projects, at I was hired as the AD on Suffering 3, but it got canceled the day I arrived. So, I built an outsourcing department along with the Austin Studio at the time. I sourced vendors for props, concepts, characters, and the fleet of Midway vehicles, versions of existing vehicles. Wheelman was the biggest beneficiary of the vehicle fleet. Second, ran a self-contained level team for Area 51 where I created a team of internal artists as well as external and managed everything from concept, level construction, characters, and animation. I did all of this as well for “This is Vegas”, although I became the character lead on this later as well as the AD for a new Drakan title that later was canceled.. Junction Point: Before Disney, right after the demise of Ion Storm. Warren Spector started Junction Point with funding from CAA. I was asked to develop the Art department and I ran everything, as we only had one other artist and the budget wasn’t fully funded for a whole teams development efforts till a project was secured. We did a lot of prototype and development projects and I had to not only contribute but manage and source every discipline. We had created a Dragonage-type project with Bioware and were going to become Bioware South before it was decided that the company would develop for Disney. Character art Outsource management, including co-dev management of internal and external IP development with overall or specific discipline art direction. | Ghost of Tsushima Infamous 2-3 including DLC Guild Wars console IP Twisted Metal Black Wheelman Area51 This is Vegas Soccom Original Deus Ex3 | ||||||||||||||||||
11 | Colaco, Lloyd | Animation Director | art | https://www.linkedin.com/in/lloydcolaco/ | 16 | 13 | 11 | Besides Animation Vision & style direction: 1 - Eye acting performances & facial animation (attention to detail/quality), 2 - combat animation & fight coordination during mocap sessions. 3 - I Manage outsourcing and co-dev pretty well (My time at WB gave me a lot of experience dealing with many 3rd party studios around the world) | Hogwarts legacy, Gotham Knights, Mortal Kombat 11, Injustice 2, Arkham Knight: DLC, Arkham Origins, Army of Two - the 40th day, Mad Max | ||||||||||||||||||
12 | Daud, John | Principal Designer | design | https://www.linkedin.com/in/john-daud-545640/ | 24 | 23 | 13 | Systems, puzzle, and UI design. | Defense Grid: The Awakening, Defense Grid 2, CS:GO, Access Code, DG2VR, Racoon Lagoon And in the way back machine: Army Men: Green Rogue, Army Men: Team Assault, Stacked with Daniel Negreanu, JAKKS Pacific Disney Princess TV Game, JAKKS Pacific Jeopardy TV Game | ||||||||||||||||||
13 | Edge-Salois, Bryan | Principal Technical Content Manager | production | https://www.linkedin.com/in/bryanedge/ | 20 | 5 | 4 | Technical content development and management (and all related aspects, including UI/UX, design, information systems, workflows, collaboration, etc.). Also has extensive experience with creative, marketing, and narrative writing, video editing, web site design, information architecture, web site management, and more. | Narrative work: Westward III: Gold Rush (RTS, Sandlot Games) Kuros (Hidden object game, Sandlot Games) Defender Chronicles 2 (iOS Tower Defense RPG, Menara Games) Universim (Freelance contributor/consultant -- narrative, writing, editing, etc.) | ||||||||||||||||||
14 | Elizondo, Antonio T | Sr Accountant | finance | https://www.linkedin.com/in/antonio-elizondo-2b6a4364/ | Full cycle accounting, financial statement preparation, multi-state payroll administration and compliance, HR compliance | ||||||||||||||||||||||
15 | Forrer, Mark | Principal Visual Designer | art | https://www.linkedin.com/in/mark-forrer-6165612/ | 23 | 34 | 28 | UI artist, UX artist, 2d animation, Marketing and logo design. | The most notable games I have worked on in my career are: CSGo, Defense Grid series, Dungeon Siege 2, Supreme Commander, Crimson Skies, Raccoon Lagoon and Brass Tactics. | ||||||||||||||||||
16 | Freese, Peter | Lead Programmer | engineering | https://www.linkedin.com/in/pfreese/ | 33 | 26 | 19 | Systems architecture; team-leadership; narrative systems, optimization; tools and APIs | CS:GO, Counter Strike: Source, Windborne, Age of Empires II HD, Defense Grid 2, Tabula Rasa, Auto Assault, Ultima Online 2, Gabriel Knight 3, Blood, The Incredible Toon Machine, Sammy's Science House, Bailey's Book House, Thinkin' Things, Unity | ||||||||||||||||||
17 | Hardy, Rachel | Composer/Music Supervisor | audio | https://www.linkedin.com/in/rachel-hardy-23bba1177/ | 4 | 12 | 6 | Music design, implementation (strongest in Wwise), Composition / songwriting, and Music Mixing / Production | BitCraft | ||||||||||||||||||
18 | Hawkins, Marvin | Producer | production | https://www.linkedin.com/in/marvinhawkinschicago/ | 4 | many | 7 | Game Production Game Design(Paper and In Engine setup) Level Design Online/Social Marketing | Godfall | ||||||||||||||||||
19 | Lim, Michael | Sr Concept Artist | art | https://www.linkedin.com/in/daarken | daarkenart@daarken.com | 19 | 15+ | 5+ | Characters, environments, creatures. I have a BFA in traditional illustration and most of my career was spent creating 2d art. I also now do a lot of 3d kitbashing that I combine with my 2d art. | Baldur's Gate 3, Doom, Warhammer Online, Ryse: Son of Rome, Kingdoms of Amalur: Reckoning, Middle-earth: Shadow of War, Magic: The Gathering, Artifact, Dungeons & Dragons | |||||||||||||||||
20 | Mao, Jade | Graphics Programmer | engineering | https://www.linkedin.com/in/jade-mao-8a086159/ | 5 | 3 | 2 | graphics, general engine programming, communication | Crackdown | ||||||||||||||||||
21 | Margarella, Andrew | Sr Programmer | engineering | https://www.linkedin.com/in/andrewmargarella/ | 5 | 4 | 2 | Gameplay Programming with an emphasis on Combat Systems. Systems Design Generalist Programming | Bard's Tale IV: Directors Cut Vampire The Masquerade: Bloodlines 2 Chivalry II | ||||||||||||||||||
22 | Mathes, Lawrence | Sr Technical Narrative Designer | design | https://www.linkedin.com/in/lawrencemathes/ | 11 | 9 | 9 | -Technical Narrative/Narrative Systems. -Technical Design -Gameplay Design | Gears of War 4 Gears 5 Disney Mirrorverse God of War Ragnarök | ||||||||||||||||||
23 | McCartney, Cameron | Sr Game Tester | qa | https://www.linkedin.com/in/cameron-mccartney-3836729/ | 18 | 20 | 20 | Test planning Defect research A third thing | Not really. | ||||||||||||||||||
24 | Mole, Cosette | Producer | production | https://www.linkedin.com/in/molecosette/ | 6 | 3 | 1 | Problem solving, communication, and project management. | Contraband | ||||||||||||||||||
25 | Motisko, Brian | Sr Lead Designer | design | https://www.linkedin.com/in/brianmotisko/ | bmotisko@gmail.com | 25 | 25 | 21 | Systems Design, Progression Design, Tools Design, NPC Spawning and Encounter Design | EverQuest The Elder Scrolls Online Wildstar notmycar (I wanted to mention this because I do have experience working on a battle royal game. I did pretty extensive research on Fortnite, PubG, Apex and some other BR games. | |||||||||||||||||
26 | Moynihan, Patrick B | Director of Cinematics | art | https://www.linkedin.com/in/patrick-moynihan/ | 28 | 25 | 20 | Presentation (Cinematics / Lighting / Camera) Visual Effects Generalist / cross-discipline coordination | Racoon Lagoon, Brass Tactics, Witchblood, Defense Grid 2 / VR, Access Code, Xotic, The Daring Game for Girls, Scene it? Lights Camera Action!, Greg Hastings' Tournament Paintball / Max'd, Lord of the Rings: Fellowship of the Ring, Cyberspace Mountain (LBE), ZPC, Locus, Spearhead | ||||||||||||||||||
27 | Ngo, Charlie | Principal Programmer | engineering | https://www.linkedin.com/in/charlie-ngo-8155a034/ | 10 | 5 | 3 | Gameplay, particularly combat systems with animation and 3d world traversal (ladders, mantling etc). Working with Designers, Animators, VFX, SFX, UI teams to implement editor tools and frameworks for their needs, allowing them to sync with gameplay. Unreal Gameplay Ability System (GAS) experience and usage, many of the systems described above were built on top of GAS. | Defense Grid 2, Brass Tactics, Racoon Lagoon | ||||||||||||||||||
28 | Nunez, Valerie | Sr UI/UX Designer | design | https://www.linkedin.com/in/valerienunez/ | 20 | many | ~10 | User experience, visual design, UI implementation (Unity and UE) | Command & Conquer: Generals 2, Magic the Gathering ARPG, Saints Row, scooby-doo, wall-e, The Dragon Prince, Britney Spears, Nicki Minaj | ||||||||||||||||||
29 | Paolillo, Benjamin | Sr UI Programmer | engineering | https://www.linkedin.com/in/benpaolillo | 11 | 5 | 2 | 1. Implementing player-facing UI/UX (or, client-facing for client/server architected games). 2. Developing game-agnostic systems (with a preference/focus on UI) that can be shared across games in development. 3. Developing general gameplay features as well as supporting internal tool requests. | Animation Throwdown – collectible card game (iOS and Android) TMNT: Mutant Madness – idle role-playing game (iOS and Android) I've worked on a few different games with licensed IPs, so I have a good amount of experience in that area. | ||||||||||||||||||
30 | Paquin, John | Principal Programmer-Systems | engineering | https://www.linkedin.com/in/john-paquin/ | jpakes@gmail.com | 32 | 29 | 19 | Simulation (vehicles, aircraft, ballistics, physics), Gameplay systems (networking, spacial partioning, mathy stuff, pathfinding, AI, custom languages), Graphics (shaders, optimization), 10 years of Unity experience, 2 years of Unreal experience. | Counter Strike: Global Offensive, Pokemon GO, Hearthstone, Janes simulation titles. | |||||||||||||||||
31 | Pennebaker, Matthew | Senior Principal Designer | design | https://www.linkedin.com/in/mpennebaker/ | pennebakergamedesign@gmail.com | 14 | 12 | 12 | Design Pipeline/Tools Design General Systems Design Economy and Progression Design Content Systems Design | Guild Wars 2 (original launch through LW Season 5) Plants vs Zombies 3 | |||||||||||||||||
32 | Phillips, Russell | Sr Environment Artist | art | https://www.linkedin.com/in/russellrphillips/ | 27 | 19 | 19 | Maya - 3d modeling Substance Painter - applying materials/painting materials UE5 - prop out, gray blocking, artistic layout | Mech Warrior 3 SOCOM: U.S. Navy SEALs (entire franchise PS2, PS3, PSP, Vita) MAG - 256 player online military shooter | ||||||||||||||||||
33 | Prime, April | Principal Concept Artist | art | https://www.linkedin.com/in/april-prime-02958b104/ | 6 | many | many | creature anatomy character design art directing | I DnD counts, I worked on that a whole lot | ||||||||||||||||||
34 | Racine, Jon | Lead Designer-Levels | design | https://www.linkedin.com/in/jon-racine-bab5982/ | 18 | 16 | 14 | Level Design, World Building, Environment Art, Game Design | Warhammer Online; Age of Reckoning, Elder Scrolls Online and Halo Infinite. | ||||||||||||||||||
35 | Rad, Todd | Sr Combat Designer | design | https://www.linkedin.com/in/toddrad | design@radtodd.com | 10 | 7 | 3 | VR development. Physical interactions. Combat. Multiplayer. Tech Art. | Mobile - Colonial Defense, The Blind Chef, Amazon- Storm Runners. Vr - Contract Redacted. | |||||||||||||||||
36 | Rahmel, Iris | Character Technical Artist | art | https://www.linkedin.com/in/iris-rahmel-8a1b2b154/ | 5 | 3 | 1 | Setting up character rigs and skinning in Maya, cloth and physics simulations in engine(I've done this both in unreal and a custom engine), and writing tools in python including some QT experience. | Ghost of Tsushima | ||||||||||||||||||
37 | Rhodes, David | Sr Technical Artist-Cinematics | art | https://www.linkedin.com/in/davidarhodes/ | 16 | 13 | 10 | Pipeline Development (DCC <--> Engine, tools) Prototyping (Python, C#, Houdini/PCG) Technical Animation | Control BB-8 by Sphero Quantum Break Disney Epic Mickey Star Wars: The Force Unleashed Singularity | ||||||||||||||||||
38 | Schoen, Darren | Principal Gameplay Programmer | engineering | https://www.linkedin.com/in/darren-t-schoen/ | 22 | 14 | 11 | Tools development, general gameplay programming, language flexibility (C++, C#, Lua, JavaScript, Python) | The Lord of the Rings: Fellowship of the Ring, Greg Hastings Tournament Paintball, Scene It? Lights, Camera, Action!, Never Alone: Kisima Ingitchuna (BAFTA winner), Halo Infinite | ||||||||||||||||||
39 | Settles, Bob | Lead Designer-Encounters | design | https://www.linkedin.com/in/bobsettles/ | BobSettles@outlook.com | 36 | 24 | 20 | Game Design (generalist with a focus on encounter/level design), Production (project management, team leadership), Scripting (Unreal Blueprints, multiple proprietary systems, light programming in multiple languages) | Myth II: Soulblighter; Dungeon Siege II; Pathfinder Online; Men of Valor; Scene It? Lights, Camera, Action; Scene It? Box Office Smash; Zoo Tycoon 2; Rise of Nations: Rise of Legends; 1 vs. 100 Live; Shanghai: Dynasty; CASTLES: Siege and Conquest; Conquest of the New World | |||||||||||||||||
40 | Stupa, Maksym | Sr Technical Artist | art | https://www.linkedin.com/in/max-stupa-67540ab2/ | 18 | 6 | 4 | Cutting-edge rendering technologies. Shader development and optimizations. Utilization of the virtual texturing technology. | World of Tanks - extremely successful and complex game. Seven years of experience on this franchise. During the game evolution process, it was ported on three different graphics engines. | ||||||||||||||||||
41 | Thacker, John | Sr Concept Artist | art | 17 | 20 | 12 | Visual design, mood/tone images, character design | Dungeons & Dragons RPG, CS:GO | |||||||||||||||||||
42 | Tolokan, Alek | Sr 3D Animator | art | https://www.linkedin.com/in/alek-tolokan-500198107/ | 5 | 2 | 2 | 1. Player animation (Movement/Mechanics/Combat) 2. Cinematic Animation (Fully scripted acting animation/Procedural or conversation animations and facial animation. I also have experience with pre-vis animation and tools.) 3. NPC animation (Both enemies or non combat NPC's) Note: I have experience with both using Motion Capture data to animate as well as hand key experience. | Hogwarts Legacy | ||||||||||||||||||
43 | Wade, Derek | Designer | design | https://www.linkedin.com/in/derek-wade-5aba5290/ | 11 | 9 | 5 | Combat Design, especially player kit Systems Design World/Ambient Design | Saints Row 4, Saints Row 2022, Agents of Mayhem, Saints Row: Gat out of Hell. | ||||||||||||||||||
44 | Warnock, Ted | Lead Animator/ Senior 3D Animator | art | https://www.linkedin.com/in/tedwarnock/ | 29 | 25 | 20 | *CG Key Frame and Motion Capture Animation creation and direction *Game Animation Design and engine Integration *Problem Solving and an understanding of Animation Pipelines *Storyboarding | *Dungeons & Dragons Open World Action RPG – Lead Animator *Raccoon Lagoon (Oculus Quest, Rift S) – Lead Animator *Brass Tactics (Oculus Rift) – Lead Animator *Witchblood (Oculus Rift, Oculus Go, Gear VR) – Lead Animator *Republique Episodes 3, 4 and 5 ( Mobile, PC, PS4)– Senior Animator / mentor * America’s Army: Proving Grounds ( PC)– Lead Animator (offsite) * Age of Empires Online– (PC) Senior Animator * Iron Man 2 (Xbox 360, PS3)– Lead Gameplay Animator *F.E.A.R. 2 ( Xbox 360, PS3, PC) – Senior Animator *Condemned 2 (Xbox 360, PS 3, PC) – Senior Animator *Unreal 2 (PC) – Senior Creature Animator; Cinematic Director * Fear Effect (PS One) – Animation Director/animator *Fear Effect 2 (PS One)– Senior Animator/Co-Animation Director *Dark Rift (N64) – Lead Animator *Sylvester and Tweety in Cagey Capers (Sega Genesis) - Lead Animator/Art Director | ||||||||||||||||||
45 | Webster, Scott | Lead/Principal Gameplay Programmer | engineering | https://www.linkedin.com/in/scott-webster-37b0968/ | 16 | 21 | 19 | Engineering Management, Gameplay, Online Multiplayer, UMG/UI | Rogue Company, Dreadnought, Bioshock Infinite, Boishock 2, Street Fighter 3: Third Strike, Wreckateer, You Don't Know Jack!, Bomberman: Battlefest, Ballers 3 | ||||||||||||||||||
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