Home › Forums › Creative Content › Enduring Fragments DARE’ 06 update
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31/07/2006 at 1:27 pm #5489AnonymousInactive
Hey all its Aaron here from Enduring Fragments. First let me start by saying it was always our original intention to stay more active on this forum with all of us giving frequent updates. Obviously that hasn’t happened given the schedule we have over here which is usually 9-9.
Anyway we’re all doing very well and you’ll be pleased to hear the game is coming along quite nicely, having an alpha/near beta version for the past week and a half or so.
Anyway i’m the character modeller & animator of the team (Pete may disagree there :wink: ) so here are a few character renders. I think the rest of the guys have some updates for you all too.
http://img337.imageshack.us/img337/6956/oznpcta1.jpg
http://img331.imageshack.us/img331/5461/oldmansq7.jpg
http://img523.imageshack.us/img523/3462/mystep8.jpg
http://img523.imageshack.us/img523/2075/henrysn2.jpg
For anyonewho wants to enquire further on our project you can reach me here -> aaron.collum@enduringfragments.com.
Might I also just add for anyone reading this thats interested in going to DARE next year, its absolutely brilliant and I would reccomend it without a moments doubt. I think its one of the few times you’ll get to work on something you love and have a lot of talented individuals always there to help. In short keep the head down, you’ll learn so much over here. (current quality/lack of work not withstanding :oops: )
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31/07/2006 at 1:41 pm #32806AnonymousInactive
Excellent stuff buddy!
Really loving the second character, can just imagine him with a real old school posh english accent!(Nice little initals logo too!)
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31/07/2006 at 1:57 pm #32807AnonymousInactive
Good work :) looks well.
Dave
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31/07/2006 at 2:00 pm #32808AnonymousInactive
cheers dude, preciate that cos I know where your bar is set quality wise. You notice the first guy is oz hehe lmao when i saw it rendered first, Im going in too though :oops: so I cant say too much.
The old guy is actually inspired by my next door neighbour who died earlier this year, a little tribute to him, loved the tweed he did, good man too.
How’s life in Popcap treating you. Loving it over here, love the work and the team atmosphere, serious craic at home in the evenings too which is always good, pity I’m the but of most of the jokes but hey….taking several for the team, a small price to pay eh?
Anyway Im off to animate some old style put your dukes up action… LaterZ
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31/07/2006 at 3:18 pm #32810AnonymousInactive
Oz here, static mesh guy, heres just a few low poly models that make appearances in the game.
http://img444.imageshack.us/img444/3821/group1bf7.jpg
http://img242.imageshack.us/img242/8418/group2xr5.jpg
http://img403.imageshack.us/img403/9180/group3ds8.jpg
http://img242.imageshack.us/img242/744/group4yl8.jpg
Any C’s & C’s always welcome.
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31/07/2006 at 3:26 pm #32811AnonymousInactive
Explosive diarrhea was a big killer in those days…..
….also…..The Rusty Salmon???? :P
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31/07/2006 at 3:28 pm #32812AnonymousInactive
We put that in just to spite Aaron (the epitath i mean).
The rusty salmon was my creation unfortunately. No one could think of a name for the pub so i, jokingly said the rusty salmon and everyone liked it so we went with it.
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31/07/2006 at 3:41 pm #32813AnonymousInactive
Ah no you had to put up my headstone didn’t you, on your’s I wanna see cause of death….. the gout! Anyway back to work for me
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31/07/2006 at 6:19 pm #32814AnonymousInactive
Those models look really good!
Keep working hard – there is a shiny new penny in it for you if you do
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31/07/2006 at 6:26 pm #32815AnonymousInactive
Excellent work guys, been really looking forward too seeing how things were going for you for awhile. :D
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31/07/2006 at 6:53 pm #32816AnonymousInactive
Woohoo (rubs shiny penny in glee)…
Thanks Kyotokid & Gizmo, much appreciated. We try anyway, we’ll “Try” keep the updates flowing ever few days
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01/08/2006 at 8:37 am #32819AnonymousInactive
Once that it the only thing thats “flowing” if you know what I mean…….
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01/08/2006 at 9:16 am #32821AnonymousInactive
great work, guys – shaping up nicely.
What’s the story with Rule of Thumb, the Northern Irish team? Haven’t heard anything from them… Be nice to get an update on how they are getting on
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01/08/2006 at 9:57 am #32822AnonymousInactive
Were all on the same floor so we see the guys from rule of thumb pretty often. Sound bunch of lads and the last time we played their game I have to say it was looking quite nice, at ab apha/very near beta stage but all the mechanics were in place. They’ve designed it so the minute you pick it up you instantly know what your doing, very intuitive. I’ll get on to Hugh to post some progress reports.
In response to Nooptical I can assure you thats all that flowing, I think were considered very poor irish by the canadians in that respect, but hey if I wnated to drink i’d have worked in a pub for the summer right.
(looks toward sky in pensive thought….. I hope he didnt mean explosive diarrheoea) **sighs**
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01/08/2006 at 10:33 am #32825AnonymousInactive
The latter is indeed what I meant……. :P
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01/08/2006 at 10:35 am #32826AnonymousInactive
Trust u to come up with that Dave.
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01/08/2006 at 11:15 am #32827AnonymousInactive
Alrite lads congrats on the work its very impressive im really looking forward to seeing the final product and how the results go best of look ill be keeping in touch with ye when ye get back aaron and ozz models looking very nice indeed well impressed
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01/08/2006 at 11:32 am #32828AnonymousInactive
Im gonna have to stop this right now chris, theres only 1 z in Oz. Ud think after knowin me for 3 years that ud be able to spell my name.
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01/08/2006 at 11:40 am #32829AnonymousInactive
Hey Ozz…cut Chris some slack.
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01/08/2006 at 11:45 am #32830AnonymousInactive
Dont get me started on u, no optical. :lol:
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01/08/2006 at 11:56 am #32831AnonymousInactive
Hi, Brian Lelas here, I’m level designer / script writer for Enduring Fragments. Here are a few shots of recently made locations. I’d like to add that these are still unfinished and subject to change.
Graveyard
http://img386.imageshack.us/img386/5302/graveyardoi9.jpg
Victoria Street
http://img100.imageshack.us/img100/7947/street01po1.jpg
OverLook of Street from Inside Building
http://img222.imageshack.us/img222/7475/victim01xv3.jpg
I’ll post some more images when I get some time!
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01/08/2006 at 12:03 pm #32832AnonymousInactive
They’re looking really good! I love how it looks so spooky!
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01/08/2006 at 12:07 pm #32833AnonymousInactive
It’s great to see some screenshots from a game that actually has a bit of atmosphere rather than simply some utterly stunning visuals of whatever current tech is all the rage in the unreal engine or whatever. I’ve gotten very jaded lately of the “same guns, same levels, same gameplay, new improved graphics” style of presentation that is omnipresent, and this stuff is really fulfilling change.
Good work, keep it up.
Dave
ps I’ve changed the images to links to keep the page shape not too wide. hope tihs is ok.
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01/08/2006 at 12:07 pm #32834AnonymousInactive
are they in game screengrabs? nice fog effect, what process did you use to create it?? are you guys using the instinct engine for your project?
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01/08/2006 at 12:58 pm #32835AnonymousInactive
Fantastic atmosphere!
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01/08/2006 at 1:04 pm #32836AnonymousInactive
are they in game screengrabs? nice fog effect, what process did you use to create it?? are you guys using the instinct engine for your project?[/quote:a95d3e9040]Richard, they’re doing a mod in Unreal 2.5
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01/08/2006 at 1:04 pm #32837AnonymousInactive
Yeah they are all screen grabs. Unreal all the way. The fog is an unreal effect, just needs tweaking where-ever u want to change the size, colour etc. Brian can go into it into more detail.
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01/08/2006 at 1:07 pm #32838AnonymousInactive
Yeah thats cool, Blame me for the page width *ahem.
The screenshots from Brian are in game alright. Were modding unreal 2.5 currently. I’m not exactly sure of the wizardry hes using (I think he maybe using saphires to open the gates of Girash).
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01/08/2006 at 1:07 pm #32839AnonymousInactive
Yes these are all in-game graphics. And to be honest, they aren’t in a particularly good resolution so the anti-aliasing should be nicer when you’re playing it.
We’re using Unreal 2.5 for the game. The fog was made using Unreal’s built-in emitter system. It’s pretty handy. It’s pretty much sprites, but handled in a different way.
Thanks for all the encouraging comments guys. We’re having a tough time over here hours-wise but it’s paying off when we hear good stuff like that. Hoping to have some more shots to put up soon. Working on a variety of areas at any one time so they should all be coming together nicely very soon.
If you have any more questions, feel free to ask away.
:)
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01/08/2006 at 1:11 pm #32840AnonymousInactive
For the attention of anybody that knows Nifty… his mug should be adorning your screens hopefully later today. hehe…hes gonna be the corpse. I’ll keeps you all posted.
So may I start the thread for facial alterment?
Seriously though i’m off to do some work or the corpse may be me instead.
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01/08/2006 at 1:12 pm #32841AnonymousInactive
I’ve seen the picture before it needs to be undead-ified and lets just say it won’t need much work
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01/08/2006 at 1:12 pm #32842AnonymousInactive
“Work on the corpse” eh, that might be taken wrong by some people.
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01/08/2006 at 1:27 pm #32843AnonymousInactive
“Work on the corpse” eh, that might be taken wrong by some people.[/quote:b0a9860363]
Considering its BronX we’re talking about I figure they’d be pretty much on the money
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01/08/2006 at 1:34 pm #32844AnonymousInactive
Give Aaron a few WKD’s and he’d hop on anything…….
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01/08/2006 at 1:34 pm #32845AnonymousInactive
Yes these are all in-game graphics. And to be honest, they aren’t in a particularly good resolution so the anti-aliasing should be nicer when you’re playing it.
We’re using Unreal 2.5 for the game. The fog was made using Unreal’s built-in emitter system. It’s pretty handy. It’s pretty much sprites, but handled in a different way.
Thanks for all the encouraging comments guys. We’re having a tough time over here hours-wise but it’s paying off when we hear good stuff like that. Hoping to have some more shots to put up soon. Working on a variety of areas at any one time so they should all be coming together nicely very soon.
If you have any more questions, feel free to ask away.
:)[/quote:4924bd1a42]
thanks tony.
Whats unreal 2.5 like to work with? did it carry a heavy price tag or was it licensed for you guys?
I remember this time well last year in the dare camp, i think we were actually at the games festival show casing our game to the public which was a real buzz. Wait till the last 2 days before your presentation, you will then know what tough is, hours-wise!! we tried to get 24 hour access to the labs if i remember correctly for the last week before the presentation, but i think we only got the last two days!
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01/08/2006 at 1:44 pm #32846AnonymousInactive
least I have the excuse of a few Wkd’s Nooptical :wink:
I’m gonna be in so much trouble when the missus reads this :cry: -
01/08/2006 at 1:47 pm #32847AnonymousInactive
Yeah our game is a mod so we don’t need to pay for the engine. Yay!
We’re pretty sure that the 24hour access is the same this year actually, just the last few days.
Unreal is great to work with for the most part. I’m building the level geometry in the engine itself and that is actually not as hard as you’d think. It takes a bit of practice to get some nice stuff working but it looks beautiful with Unreal’s lights. You could technically build everything in Max and export it in, but you can do more on screen if you go by Unreal’s geometry so it’s a fair trade. In those shots, just about everything in them would be from the engine aside from the curtains, the trees, the windows and the lamp-posts.
It’s really hot in our lab. Which doesn’t help.
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01/08/2006 at 1:48 pm #32848AnonymousInactive
It’s really hot in our lab.[/quote:850c1fcdb0]
Thats just me. :lol:
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01/08/2006 at 1:49 pm #32849AnonymousInactive
After contacting Epic directly we decided to go with a mod development. This means that we are acting under the same restrictions as any other user of Unreal Tournament 2004 as regards licencing.
In many ways Unreal 2.5 is a great engine to work with. We do not need to worry about tool development in most areas, and it can accomodate almost any visual assets we care to create.
We had hoped that Unreal tournament 2007(Unreal 3) would have been released before the competition, but that did not occur. As a result we can’t produce to a next gen standard. That is not necessarily a bad thing, we simply wouldn’t have the time to take advantage of those features consistently in all areas over a 10 week period.
As for lab access, we will have 24 hour access for a short time at the very end of the competition, but we won’t be participating in any showcases other than the competitions own.
Hours wise we’re already on 9 to 9 in the labs followed by futher work on our own machines/refill pads and whiteboards back at home. Occasionally we eat and sleep too, but I’m not encouraging such blatant self indulgences (JOKE! my cattle prod ran out of batteries by mid week 2)
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01/08/2006 at 1:51 pm #32850AnonymousInactive
Xero is the resident pimp in here
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01/08/2006 at 1:52 pm #32851AnonymousInactive
It’s really hot in our lab.[/quote:fb028ba583]
Jebus…what are you guys doing in there…….
……on second thoughts….I don’t want to know….
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01/08/2006 at 1:53 pm #32852AnonymousInactive
Its honestly about 35 degrees in here. Its like working inside a PC with no fan.
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01/08/2006 at 1:54 pm #32853AnonymousInactive
Xero is the resident pimp in here[/quote:265ce26137]
..but the goldfish in his platform shoes didn’t make it through the heat wave
:cry: RIP Nemo, Flipper, Sharkey and George :cry:
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01/08/2006 at 1:58 pm #32854AnonymousInactive
looks like the heats getting to you guys now! :lol:
whats your plans for after dare?
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01/08/2006 at 2:00 pm #32855AnonymousInactive
sleep, and then a holiday
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01/08/2006 at 2:48 pm #32856AnonymousInactive
Plans after Dare are to have no plans at all.
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01/08/2006 at 3:02 pm #32857AnonymousInactive
I would love to be an artist, be it character or environment although i am leaning alot more towards environment. Hopefully this can be a stepping stone to get myself that much closer to a company of some sort.
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01/08/2006 at 3:02 pm #32858AnonymousInactive
Without doubt to get some industry experience. Dare is a great ice breaker industry wise we’ve been told but I dont think its something we’ll be able to trade on for longer than a month or two if that makes sense.
So if anyone out there needs a tea maid for a games company or whatever then I dont mind telling you I make an exceedingly good cup of chai tea
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01/08/2006 at 3:10 pm #32859AnonymousInactive
Oh we were being serious?
Masters in Digital Games Theory & Design at Brunel, London, hopefully combined with some sort of industry placement. Been talking to some folks up here and it seems to be on track.
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01/08/2006 at 3:16 pm #32860AnonymousInactive
Well if we were meant to answer seriously then I reckon I’ll be either goign for games work or something to do with writing. Dare has been a bit of an eye opener in many ways.
Is there anything to be said for level design jobs?
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01/08/2006 at 3:25 pm #32861AnonymousInactive
Dare is a great ice breaker industry wise we’ve been told but I dont think its something we’ll be able to trade on for longer than a month or two if that makes sense. [/quote:75130dfa3c]
Dare is something that is excellent for you to put on your CV and even better, its something to talk about in your interveiw, but yeah, once you’ve gone through that and signed that bit of paper and started that new job, Dare is gone, but in a good way, because will have served its purpose.
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01/08/2006 at 3:44 pm #32862AnonymousInactive
Yeah I agree completely omen, the only thing I meant was I dont think we could do nothing for a year (which I wouldnt want to anyway) and then go into an interview expecting dare to make up for that absence. But as far as using it looking for jobs now, I’ve been told it carries a lot of weight.
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01/08/2006 at 4:40 pm #32863AnonymousInactive
Masters in Digital Games Theory & Design at Brunel, London, hopefully combined with some sort of industry placement. Been talking to some folks up here and it seems to be on track.[/quote:3c733d366f]
Not Abertay nifty? -
01/08/2006 at 4:47 pm #32865AnonymousInactive
Abertay don’t do a masters in the field I focus on. Unfortunately, cos I really like this place.
I’ll be in Brunel because of the content and the people teaching it. The location is also more conducive to me eating that year (I have family and friends nearby if things get tight)
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01/08/2006 at 4:53 pm #32866AnonymousInactive
I do believe I need to examine the course content in Abertay so. I assume the one in Brunel isn’t as broad?
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01/08/2006 at 5:03 pm #32867AnonymousInactive
If I remember our last chat correctly I think you’ll be fine here. I fall through the cracks as I’m neother 3D artist nor programmer
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02/08/2006 at 1:46 pm #32874AnonymousInactive
Hey lads! Shaneo here,
Just gotta say that your stuff looks amazing, really nice to see it coming together. Cant believe its the same game that was pitched in class last September! Anyways best of luck and give em hell.P.S Oz im glad to hear you got that “rash” sorted out, no worries mate it happens to the best of us. LOL
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02/08/2006 at 3:22 pm #32878AnonymousInactive
As promised for anyone following the thread, not to try and spit and verse but Nifty is dead. So here he is. Forgive the white plane on the second pic, its an opacity map to be used in game for a pool of blood.
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02/08/2006 at 3:37 pm #32879AnonymousInactive
I must admit, i really do like your logo :)
Models like quiet nice too.
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02/08/2006 at 3:42 pm #32880AnonymousInactive
hehe cheers omen, which one the EF one or the little ajc one?
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02/08/2006 at 3:53 pm #32881AnonymousInactive
Did he die of profuse bleeding of the armpit? :P
Both logos rock….the AJC one is best though!
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02/08/2006 at 3:57 pm #32882AnonymousInactive
I want to work on the Enduring Fragment game!
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02/08/2006 at 3:58 pm #32883AnonymousInactive
Come one, come all to work for us, were super fun, plus we have cool logos.
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02/08/2006 at 4:08 pm #32885AnonymousInactive
You guys should win for your logos alone…..
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02/08/2006 at 4:15 pm #32887AnonymousInactive
hehe cheers omen, which one the EF one or the little ajc one?[/quote:6bfd4a2cda]
The EF one, the design in the circle. -
02/08/2006 at 4:17 pm #32888AnonymousInactive
You guys should win for your logos alone…..[/quote:9fe8f6b9a2]
I agree but alas there is no “Best Logo” award.
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02/08/2006 at 4:33 pm #32891AnonymousInactive
Well thank you all for the encouraging words on the logos…cos I chose and made both hehe. I wonder could we just make a game on logos alone…. Logo Manager 2007 anyone?
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02/08/2006 at 4:57 pm #32896AnonymousInactive
Seeing as I just joined I’ll just say well done lads and the game looks to be kicking some serious ass!
Alan
(The Mayo bogger across the hall from ye)
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04/08/2006 at 1:55 pm #32945AnonymousInactive
lookin good guys… keep it up :D
(the Derry eejit across from ye’s)
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07/08/2006 at 5:44 pm #32952AnonymousInactive
Here you go folks another update for you, “Camera-Lady” is coming round tomorrow looking for some screens, in game, renders, concept and so on, here is the full version of the scene that should make an appearance on the poster/game logo.
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07/08/2006 at 8:43 pm #32953AnonymousInactive
To all on the Enduring Fragment Project, great work.. I like the screengrab.. the players have nice poses… and the floathing guy makes the scene look interesting… best of luck…
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08/08/2006 at 8:05 am #32954AnonymousInactive
Looks excellent! Really like that image.
However…I have one tiny little critique to make. It’s just that the walls are all lovely and dark and dirty looking, but the ground looks very bright and clean, and they don’t really blend in well with eachother, most noticeable where the walls meet the ground.
It is only a small thing though. The image has a really great atmosphere to it too. -
08/08/2006 at 8:24 am #32956AnonymousInactive
Alright Nooptical, yeah thats a very fair comment man, I just dont have the time to dirty it out at the moment. Its all hands to the pump like you wouldnt believe now. For the final poster the idea is to add some rubbish, maybe a composite layer or dirt and the like.
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08/08/2006 at 10:19 am #32958AnonymousInactive
Yep, completely understand that you guys are under severe pressure at the moment.
Sure get OzZ to do it, he is probably up to nothing anyways…. :P -
08/08/2006 at 10:30 am #32960AnonymousInactive
Listen here you, i………………………………
Oh wait, yeah i suppose ill do it then. :lol:
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10/08/2006 at 4:11 pm #32991AnonymousInactive
Halo again, just a little update, im doin some other stuff now so i thought id post a quick pic of the map that we will be using for the game. The idea was a 2d map with the areas we need to be explored done in 3d, hope u like.
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11/08/2006 at 6:02 pm #33006AnonymousInactive
Xero, no credit for the person who actually put the map together no?
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11/08/2006 at 6:41 pm #33008AnonymousInactive
Although you did make it really
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11/08/2006 at 7:35 pm #33010AnonymousInactive
Hey folks another update again. This is part of the promo material for the game. created by myself and oz, using unreal screenshots 3ds max and photoshop, hope you all like it
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14/08/2006 at 7:47 am #33024AnonymousInactive
Very nice! :) Kinda hard to read the text on the book though…..
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14/08/2006 at 8:33 am #33025AnonymousInactive
Get some glasses Dave :shock: :shock:
Seriously though, can u not read it, everyone else thought it was legible.
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14/08/2006 at 10:10 am #33029AnonymousInactive
Very nice! :) Kinda hard to read the text on the book though…..[/quote:7741943575]Dave’s right – you need to bring up the contrast on the book and turn it down a little for the background. Not only would this make the text on the book easier to read, but would also help strengthen the composition by directing a viewer’s eyes to what’s most important in the image – the title of the game
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14/08/2006 at 10:19 am #33031AnonymousInactive
Well in the beginning we had tried several different colours to contrast the title of book against the cover itself, but due to the fact that we wanted to highlight the “After”, we found that the title overshadowed the “After”, which does in fact tell the reader that the game is about a ghost.
So with the help of one of our mentors, (fraser, a bloody genius), we went with more of a worn down approach to the title to highlight the “after”.
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14/08/2006 at 10:22 am #33032AnonymousInactive
We think that the writing on the book fits well with the theme and setting as well as tone and mood of the game. There was a lot of discussion over the promo stuff and the book itself was one of the main articles of view in these discussions.
We chose all of these details for a reason and even got some people from other teams to have a look and critique it. Nobody has expressed concern regarding the font, the colour or the positioning of the type in any parts of the poster, so we went with it and stand by it.
It might also be worth noting that Fraser MacLean had a large input on this, and if you see this guy in action, you seriously wouldn’t doubt him.
Aaron and Oz put a lot into it and I think it looks pretty damn good.
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14/08/2006 at 11:25 am #33035AnonymousInactive
well, I would have to disagree with him on this one!
It looks pretty good, don’t get me wrong – but that doesn’t mean it can’t be improved.
There is so much stuff in the picture, and so many secondary (photos) and tertiary objects (the carpet) that stand out MORE than the book, and particularly more than the book’s title. This is partly to do with composition (the placement of the book), and partly to do with the use of colour
Anyways, as I’ve said to you guys all along this is your project so go with your gut. I’ll see you over there on Wednesday evening. if any of you are free for a jar, get John to drop me a text or IM
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14/08/2006 at 11:33 am #33036AnonymousInactive
We’re taking another look at it anyway, you’ll see the result when you arrive!
Look forward to seeing you over here
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14/08/2006 at 12:02 pm #33037AnonymousInactive
Heres the poster again, tried to take on board all the advice and stay true to the original yet with a twist.
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14/08/2006 at 12:04 pm #33039AnonymousInactive
I will stick to my guns on this also. ;)
The font style, combined with the color makes it very difficult to notice. Also the positioning of the book towards the top of the image hampers it I feel. The first thing you should notice on the poster, like Tony said, should be the book with the title clearly visible.
Right now, my eyes are immediately drawn to the photo of the dead guy.If changing the font or color is not an option, then I would experiment with some other methods to try and draw the viewers eye to the book. Maybe add a kind of shadow border around the edges of the image, like those vintage movies, which would also fit the time period the game is based in.
If you are going to do this however, you might need to change the coloring and grain of the image so that it works properly.
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14/08/2006 at 3:25 pm #33042AnonymousInactive
Just saw the new poster. It is an improvement, but I still don’t think the title, with the red “After” works for me. Again, that could be just personal taste though.[/quote:e5fa2cb4d4]Naw, it’s not – I agree with you.
two suggestions:
– tone down the marbling on the book cover itself; this might give more contrast with the cursive script int he foreground (although I think cursive script is hard to read at a glance (which is also working against you, but th period detail is spot on here) unless it’s a large size anyway)– trim the left and right edges of the poster and top and bottom to bring the photos and book closer to the foreground and in more focus. This will squarely focus the viewer’s eye on the main content and not the ‘noise’ along the sides
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