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Posts Tagged ‘AI’

Ghosties Never Die is taking time to produce, as most good things do. I’ve been working extensively on planning, sketching, Blender-building, and updating the wiki, sorting out how this is all going to work out. It’s satisfying creative work, and I can’t wait to get the “vertical slice” playable demo out into the wild. I think I have something special here to offer, and I’d love to get people playing it.

For now, though, I need to pivot. I’ve done the prep work, I’ve sorted the systems, I’ve nailed down the cast, I’ve built some of the mall in Blender, I’ve figured out a lot of what I want to have done and what I need to do to get there. It’s time to critically look at what AI can do for me.

Short answer, not much. Sure, sure, I’ll use Claude for code, since I’m still not really a programmer, but that’s invisible to the player. Probably. I don’t know, maybe someone somewhere will parse how the ghosts move and have a Eureka moment and realize that I had AI work on the code. That person will have earned their applause. I simply can’t do the coding myself, so I’m stuck with this, or with hiring a guy. I know a guy. I know lots of guys, actually. I can’t pay them. I’d love to, some of these guys are great to work with. I can’t.

So, what of art? What have I used AI for so far, and what next?

First, most of the images on the wiki were made via generative AI. Specifically, I used Grok to produce my character portraits (Ghosties and the ghosts), as well as some other concept art.

It’s very stubborn about following directions, blaming the DALL-E engine for some limitations, so I had to shift over to ChatGPT for some larger scale concept art, like the concept art of the mall itself. For some reason, Grok refused to make it look like it was built at the 1200 foot diameter I insist on, perhaps observable in these two concept pieces from almost the exact same prompt in two different generators, both using a Blender model I made specifically to force it closer to what I want (though I’ll wind up using that model for the game, so it’s not a loss).

Notice how the sense of scale is significantly different, even if it’s more or less getting the same rough idea? The East Ring Mall is a big place, but Grok simply refused to cooperate.

Perchance.org made some interesting alternatives, but it’s even worse at taking directions than Grok, despite its overall prettiness. And, well, I need these systems to take directions.

AI systems, even the very impressive Meshy.ai, just don’t take directions well. Oh, sure, sometimes they get you 80% of the way there in 5 seconds, which is close to miraculous and fantastic for concept exploration (and for middle management to prompt up some ideas which they can’t normally put into artist language)… but if you want those extra 20 percentage points in the right direction, well, you’re going to have trouble. The time savings you get from the spitball phase running lightning fast are lost (and then some) in trying to get the systems to do precisely what you want them to.

More to the point, though there’s a huge consideration that has nothing to do with the technical feasibility of the tools. If players were OK with that 80%, using an AI generated asset in the final game, I’d be set. We’d be on the Fasttrack Express, running on AI steam, blasting down the rails. And, well, customers simply aren’t. Some call it a witch hunt, some call it just desserts, but whatever the rationale, AI assets in final production releases, even if they look good, trigger what seems to be an autonomic response, a sort of “activist ick” that rapidly metastasizes into shrill denouncements, boycotts and award clawbacks. If I’m actually going to make money at this, and I kind of need to, I can’t risk that response. I could probably even sneak in the “pretty good” assets without almost anyone being the wiser, but if just one player with a bone to pick gets picky, well, the response is a disproportional downside.

For some sense of what I’ve been able to do with said AI tools, though, let’s take a look at one of the key Ghostie characters. Meshy took Grok character designs I prompted up (including Grok’s “A-pose” for completeness) and made a 500,000 polygon character that’s a great approximation of what I want. It used the source image to apply textures to the mesh, again pretty well.

Meshy then reduced that to 30K and 10K, and was then able to wire in a bipedal skeleton rig. It then applied animations to that rig, allowing me to select from what appeared to be several hundred animations.

I deliberately scoped this project to just use humanoid rigs so I could use such an animation library, and transfer those animations between characters. It’s sort of a 3D version of what Fell Seal or Final Fantasy Tactics did, where artists worked with a simple set of baseline character designs and animations then did some variations on a theme to make a vast library of options. It’s a game development shortcut that works well with automated systems. And yet…

Well, even the 500,000 polygon model has weird glitches. The 30K and 10K models accentuate those glitches. The UV maps are an absolute mess. I know, I know, players don’t care about UVs, but if I have to go in and fix anything, that layout will be another time sink liability.

The meshes aren’t optimized so much as… bludgeoned.

The 30k and 10K models suddenly stopped inheriting the decent texturing from the high res model. Now on that last one, maybe Meshy is still a tool in development, so I’ll cut them slack there, but bottom line, they were only ever “pretty good”, not “actually good in an optimized, useful way”.

So, even if the audience would accept AI assets, and at this point, it seems increasingly unlikely (unless they don’t know they are AI, but that’s dishonest and incurs greater wrath when the secret gets out, false positives be hanged), I’d still have assets that aren’t optimized and that require tweaking to perfect. I know, I know, optimization in the days of Nanite and oodles of RAM is sort of out of vogue. And yet, there’s the ironically AI-fueled RAMpocalypse that is undercutting that trend. Some gamers really do care about getting 120 FPS out of their machines. Getting games out to Switch or tablets means optimization is actually kind of important still. If you want to get out to phones, yes, optimization is still very important. I’m not sure if my game translates all that well to phones, but a decently sized 1080p tablet or a Switch 2 could be a great fit. I really do need optimized assets.

That means I’m going to have to do my own art. I’m going to need to make my own portraits, character models, rigs, animations, environments, particle effects, textures, UI and a bunch of interesting other original, boutique hand-crafted pieces of art. The good news is, I can do that. I actually love doing that. I even like wrangling UVs, making rigs, painting weights, animating and all of those little tasks that nobody actually ever sees and even many fellow artists hate. The bad news is, it takes time.

I don’t actually mind this in principle, since I do want precise control over the creative process here. I knew, going in, that this was likely to be what would need to happen. I am neither surprised nor chagrined. It’s just interesting to me to see what the market is doing, and it makes me ask:

If AI is supposed to be an accelerant, what good does it do if it’s accelerating us face first into a wall?

I don’t need AI to spitball art ideas for me, I can do that in my head. That’s a toy for the executives who don’t know how to communicate to artists. It’s a genuinely useful bridge for that purpose, but I don’t need it. I’m running the show here, I don’t have that layer of abstraction and inefficiency. I don’t need AI to make assets I can’t use, even if they do manage to iron the technical wrinkles out. I don’t need AI to rewrite my script, it always sounds worse when it tries. I don’t need AI to analyze my designs and then hallucinate things that aren’t there. I don’t need the headache that comes with anti-AI activists.

Google’s Gemini is the most hallucinogenic, and it’s really weird to see what it does sometimes. It’s the student who reads the Cliff’s Notes then makes up weird stuff to fill in gaps he doesn’t know. Deepseek is supposedly decent, but I’m not sure I want to lean on China and trust them with my data. (Yeah, yeah, Sam Altman, Zuckerberg and Elon Musk aren’t paragons of virtue, but China? It’s the student who steals your class notes, passes them off as his own, then screws up the assignment anyway.) Chat GPT is almost as bad, but it tends to understand a little more. It’s the guy who would rather be somewhere else, but he’ll give the task a shot anyway, and coasts on mild competency without really trying. Grok is the overachieving engineer, mostly avoiding hallucinations, but fond of restating the text and calling it a summary, then breaking it down mechanically, then eagerly trying to suggest something to change. It’s the valedictorian, itching to fix everything, even if it doesn’t need fixing. Claude is so far the head of the class, even though it’s stuck in brownnose mode and “it’s not this, it’s that” analysis. It’s the cheerleader who actually does its homework and doesn’t hallucinate much, but still doesn’t quite understand the assignment.

I wind up running things like my Combat page through Grok and Claude, asking it to look for problems for engine implementation. That’s why the Combat page is so lengthy, it’s stuffed with corner cases and “prompt-speak” for Claude Code to mull over at some point. The player won’t see or need to see probably 90% of that page, but I have to keep the AI coder within bounds and on track. This is actually a useful application of the tech in my project. These things are fast, mostly efficient analytical tools, if you can keep them from hallucinating and take everything they say with a grain of salt.

Elder David A Bednar has a fantastic talk out there title “Things as they Really Are 2.0” that references some of this. His key suggestion is to use these AI beasties as a master uses tools, not to let them actually make decisions or drive the creative process. I do find them useful in that regard, helping me sort out technical glitches, helping me find places where I made typos or orphan ideas on the wiki, or even chasing down design flaws.

AI tech does have uses. It’s not all downside, and I’ll keep using Claude to sort out my Unreal 5.7 blueprints and Claude Code to do some of the heavy lifting of C++ that I just can’t do. Of course, I have to trust that it’s not as idiotic as its other modules can be sometimes, since I don’t have the requisite expertise to troubleshoot it. Maybe what this actually means is that I also Learn To Code. I don’t even mind that all that much in principle. I love logic, I just hate chasing down semicolons and apostrophes.

Again, though, if I can’t use AI output anyway, since the market will excoriate me for it, well, I’m just going to have to roll up my sleeves and do it myself. I’m OK with that. I just don’t know how to pay the bills in the meantime. I can only hope that once I get this game polished up and ready to play, my hard work will be appreciated, enjoyed, and profitable. I am still dedicated to getting this done in my spare time. I believe that it’s worth doing. Here’s hoping you all like it when it’s in your hands.

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The video game and film industries are collapsing. This makes it hard to find work. In the meantime, I’m designing a game and seeing just what can be done more or less solo. I’m no coder, but I can do the rest. We’ll see if I can use AI to code, and here and there, to assist with art, much as it pains my soul. In for a penny, in for a pound, I suppose. I’d much, much rather do all the art on my own and hire a real coder. I know some very skilled guys. Thing is, I can’t even pay my own bills, so I can’t really pay theirs either.

Title image generated via a 15 minute argument with Grok, based on my 15 minute pencil sketch below. It’s a bit like art directing a belligerently obtuse painter with brilliantly fast rendering skills but the comprehension skills of a drunk orangutan and a deep aversion to following directions. This is the first draft, mostly just to see what Grok can do.

Ghosties Never Die will be a tactical/strategic RPG. It has DNA from the 80s and 90s, inspired by Final Fantasy Tactics, X-Com, Ghostbusters, Goonies, Chrono Trigger and the golden era of Squaresoft and Microprose. It is unabashedly and unapologetically nostalgic, tapping into game design and visual and story themes that I loved growing up. It isn’t a preachy game, it isn’t gory or profane, it’s just good old adventuring with bits of paranormal weirdness, heart and humor.

I have a wiki fired up, where I’ve set up a main page as a Game Design Document, and I’ll make other pages to dig into the design and details. This is part “accountability”, to keep myself going, part “sausage making” to show what I’m doing and why, part “exhibition” for the sake of showing what I do as part of my increasingly irrelevant portfolio. It’s about showing what is possible with some “off the shelf” tools, passion, skill, history… and a bit of desperation.

For a lot of things, especially on the code side, I’m “winging it”, just seeing what can be done. I have decades of experience as a gamer and working in film and games as a 3D/2D artist and animator, so I’m not new to this process. The AI tools are new to me, at least somewhat, as I’ve worked with Stable Diffusion and ComfyUI, but they are meant to fill the gaps (coding) and accelerate the timetable. This will be a journey for all of us, and hopefully it’s worth the ride.

I know very well that there’s a general anti-AI backlash growing. I share some sentiment with it. Sadly, I think that we’re stuck with the tech, so I want to see what can be done with it. It always seems like working in this industry means selling parts of my soul in one way or another. At least this time, I’m doing it on my own terms. Maybe that makes me a sellout, but the harsh reality is that I can’t find work doing what I’ve done to date. Activists and money men have gutted my chosen industries, strangling them with audience-limiting politics and wallet-wringing business models, chasing out quality and passion. If I have any chance of squeezing an idea out of my head into the market, I’m stuck with automation and shortcuts out here in the indie wilds. That’s kind of exciting, in its way, but not my comfort zone.

I know, I know, I’m not exactly selling this project. I’m not a salesman. I hate selling myself and my stuff more than I hate generative AI. I only ever wanted to make cool stuff that makes people’s day a little brighter, and make a living at it. I make things, it’s how I’m wired. What I’m doing here, out of a midlife crisis born of “HR doesn’t hire straight white guys any more”, is taking tools and banging them together to see what comes out. Hopefully either the final game (let’s say I get there) or the process is uplifting and informative in some way. If it works, I have more ideas. Ideas are never the hard part.

So, thank you for your time, and if you’ve further interest, please check out the wiki! I’d love any feedback you have. I probably won’t respond to insults, unless it’s fun, but I’ve learned enough about constructive criticism over the decades that I value well thought out rationales, even if I don’t agree with them. Steel sharpens steel. I appreciate your time, and here’s hoping we all learn something useful!

Ghosties Never Die wiki over on wikioasis

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AI Art was all the buzz a couple of weeks ago. That chatter has died off somewhat, perhaps as people got tired of the shiny new toys like Midjourney and Dall-E 2, but it’s a Thing that will only get more technically impressive and practically useful as time goes on. The pros and cons of that can certainly be debated, but I don’t think that we’re going to see that genie go back into the bottle. Like “Machine Learning”, which improves things that the Money Men care about in production, like schedule and headcount, using AI in art is a tool and a toy that is too useful to go away. At least, until the inevitable meltdown of society and technology, and we’re back to drawing on stone cave walls with charcoal-tipped sticks, but that’s tangential.

“steampunk floating island apocalypse” via NightCafe

This particular bit of buzz is of interest to me both in the abstract and professionally. I worked in video game development for a decade, and I’m working in film at the moment. I haven’t had occasion to use these particular tools for anything more intense than helping my kids with homework, but I do use Houdini, which is built on “proceduralism“, which is more or less the engine that drives AI art.

I’m already using a tool that takes inputs, runs simulations and variations, then spits out something that I can sort-of art direct. The computer does the heavy lifting of calculating all the bits and bobs bouncing about, and if I’ve set up the parameters for the procedure correctly, that calculation comes up with something usable. My job is then mostly about setting up the system for success, and inevitably wrangling things when the computer mangles them somehow. I’m not drawing and painting frames, like I grew up wanting to do, watching the Nine Old Men work their magic. No, I’m a desk-jockey cowboy-mage, desperately trying to harness eldritch powers in a digital wilderness, hoping to produce something that the art director will be happy with.

I’m using a tool to produce effects. It’s not the same as using a ballpoint pen on paper, which I can do, as seen here with my Dwarven Tinkerer, but it’s still a tool. It’s a tool with a bit of a mind of its own, and a black box heart that I hope I can channel to great effect. Sometimes it does as predicted, but sometimes it gets a bit flipped somewhere, or an assumption inverted, and things go awry. This, to me, is the most irksome part of using such tools from a production standpoint. Yes, the simulations get faster and faster every year, the results cleaner and more useful… but sometimes I just don’t have the control that I have with much less ambitious (and much more time consuming) tools.

Maybe I can have the spiffy AI system generate 200 different trees, all variations on a theme based on growth rules and parameters, but none of them are what I actually want to use for a “hero” tree. They can be good for fillers to back up the Potemkin Villages that games and films build as part of their magical facades, but for things that get the spotlight, that Uncanny Valley effect where computers still don’t quite get reality is still a hurdle.

We’ve known this for a long time in film; that’s part of why filmmakers can get away with matte painted backgrounds and greenscreen tricks, even as they spend an inordinate amount of time on actors and their makeup and lighting. Backgrounds can be simpler, counting on viewer assumptions and interpolations to gloss over imperfections. We also see a similar “audience interpretation” filling in the gaps when we look at concept art. Even masters like Daniel Dociu, for all their incredible skill and intricate detailing, still don’t work out and carefully render every little detail when they produce concept art. Zoom in on something like his “Tectonic Dystopia” piece…

…and note that even as he bombards the viewer with detail, it doesn’t always bear heavy scrutiny. He’s put in a lot of work, but a detail like a single road is largely a suggestion, a brushstroke or two, maybe a few blobs or smudges, and the viewer’s assumptions of what a city looks like at scale fills in the mental gaps. It’s a fine dance between just enough detail to be plausible without having so much detail that it triggers our sense of wrongness if something’s not perfect.

Leveraging the viewer’s imagination and interpretation is indeed part of Dociu’s mastery of his craft, and while I may sound disparaging, I recognize and am impressed by his genuine skill in performing such feats. Sometimes, we want to be fooled. Art movements and forms of entertainment have been built on this sort of shenanigan, tricking the viewer’s eye, like pointillism, impressionism, or the mental assault of cubism and lesser imitators in more modern art, bluffing with balderdash to give the impression of depth.

The principles at play, then, those of dazzling with detail, or overloading with obfuscation, well, those are age-old fine art traditions. When it comes to AI, though, it’s still learning. It’s only as good as the material it’s trained with, and the assumptions built into the generation systems. Those assumptions aren’t always built with fine art principles in mind, or are built to function first, rather than consider fripperies like composition, emotional appeal or verisimilitude, much less photoreality. Perhaps such considerations will continue to be folded into the frameworks of these tools, but for now, there is a lot of room to grow.

Deep Fake videos are one branch of the technology that is getting particularly interesting and potentially troublesome. Sure, being able to fake Tom Cruise or Harrison Ford is a humoresque parlor trick, but more nefarious uses abound in an era of political disarray and general lack of fidelity to truth. There’s a moral dimension to art, and there always has been, so it’s wise to be aware of how technology can engender trust when it is not warranted. Again, sometimes people want to be fooled, though, for better and worse.

Similarly, there are revolutions in animation brewing. Motion is especially tricky, and much more likely to faceplant into the Uncanny Valley. The technology keeps improving, however, as noted over here, and here. This will definitely make some production faster, especially for midground and background crowds and such. It will be interesting to see how well it fares in the foreground. I’m not convinced yet that it will work as well as some would like, but there are already real consequences for production pipelines.

In the meantime, however, I’ve found that I increasingly value authenticity. From OK GO‘s oddball music videos that bank on their intense efforts in production to Wintergatan’s fascinating machine, from anachronistically authentic YouTube gamers (the older gentleman known as TinFoilChef just played Minecraft the way he wanted to and built an audience that loved his affable curmudgeonly ways) to hand-carved woodworking, I find value in things that appear to me to be genuine and honest. I still carry pens and a sketchbook most places I go, after all, and I’m almost always drawing something, even if it’s just odd designs to keep myself focused. There is value in things that have been made by hand, though whether that value can translate into a career is certainly always a question.

The sky isn’t falling. New tools mean more ways to fool people, with all its attendant implications for an increasingly dysfunctional humanity. “All is vanity“, though, and we must always consider truth and our own decisions. It was ever thus. My profession is definitely impacted, and my personal interests in creative endeavors will be perturbed somewhat, so I’m not neutral on this. I simply see yet another set of shenanigans. Artists have always borne responsibility to be uplifting and useful, since their tools are inherently not honest, as mere representations of reality. Far too many fail miserably at this, and new tools will not compensate for moral failures. Those of us in the audience will always have to be wary, or at least, we’ll have to choose which artifice we want to accept as authentic.

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Blizzard sent me their occasional “come back and play pleeeeeeease, so you’ll get hooked and buy more subscription time” email recently, and I decided to take them up on it.  Of course, they pitched it as “come take part in the Siege of Orgrimmar“, but since that’s a raider thing, I chose to interpret their email a little bit.

…and really, I know that this sort of “play for a few days for freeee” email is meant to lure back in players who have been out of the game for a while, but it seems to me that isn’t limited to end-game raiders.  Especially since it seems like you have to be out of the game for four or more months for them to even extend the offer, and by then… are you really on the cutting edge of raid content any more?

Anyway, I did break down a while back and buy a Collector’s Edition of Mists of Pandaria.  (It was something like $35 or so, which netted me the art book, soundtrack and DVD that I really wanted.  The other extras were icing on the cake.  Oh, and the game expansion was nice.  I’ll make a Dwarf Monk at some point.)  You see, WoW and I, we have a tenuous relationship.  It’s a game I could easily spend a lot of time in, mostly just looking around at the nicely realized world and art.

And yet… what time I do spend in it is torn between “ooh, that is a good screenshot opportunity” and “man, this game design needs work”, with a fair bit of mindless questing and dungeoneering in the murky middle.  The combat isn’t terribly engaging most of the time, but sometimes, that’s exactly what I want.  Sometimes I want involved, tactically awesome combat, sometimes I just want to zone out for a bit before I go to sleep.  It’s a bit like watching a Stargate SG-1 episode I’ve seen before; I can just sort of turn off my brain and enjoy the ride as I coast to a stop at the end of the day.  WoW is a game that I just “graze” in, really, and that’s OK.  I’m happy to just putter around here and there during those times when I’m in the mood, and I love that my Druid has flight form and the cat form’s stealth so I can poke around in places where I’m not generally supposed to go.

This is also why the subscription model is such an awful fit for me.  I don’t binge on the game, or commit to it.  I just play it a little bit, and the value calculations of a subscription make that an expensive bit of gaming.  For the $15/month I might pay to play, I’d get in maybe 15-20 hours, tops, and even getting that much in would mean not playing any other games or working on Kickstarter (Go, Go, Tinker Deck!) or other art projects.  I just don’t do that sort of single-game thing any more.  For that same $15, I can buy three Humble Bundles or the like and get hundreds of hours of gaming over the next year or so.

What stood out to me last night, though, wasn’t the value proposition.  No, it was the design.  My Tauren Druid was tasked with fetching rattan switches for this quest:

A Proper Weapon

And as it happens, there’s a bunch of these switches by a neighboring merchant.  That Wowpedia link describes it a bit if you want detail, but I, quite mindlessly, as is my wont when I’m doing these bog-standard fetch quests, just grabbed one of those switches.

And then the merchant started yelling at me.

Immediately, my response was to right click on the guy and see if I could give him back the switch.  There were plenty in the neighborhood, and I was sorry I took his.

This quick incident was at once intriguing and disappointing.  For once, a character in the game exhibited small signs of an AI that was more than just “be present in the world”.  That was awesome.  It was a glimmer of what the AI in Everquest Next might get up to (and I hope that they make it interesting; there’s a TON of potential).  I thought it delightful that a NPC would chew me out for an admittedly stupid minor theft.

And yet, and yetI couldn’t react to it.  I couldn’t give him back the switch.  I couldn’t attack him and kill him for his insolence.  (I didn’t think of that option until later, as it’s not a reflexive response for me, but I still couldn’t do it, even if I had wanted to.)  I could /bow to him or /laugh, but there wasn’t really interaction there.  It was little more than a scripted event that’s just barely beyond what most NPCs do.

Still, it was an NPC reacting to something I did nearby, not something I did directly to them.  That was a nice touch, and I’m looking forward to seeing games take that further.  There’s a long way to go, and it’s sad to see only the very rudimentary efforts when there’s so much potential, but I choose to see that as a glimmer of hope for these MMO things.

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I happened upon this article over on Rock, Paper, Shotgun:

Outcast

I never played the game, and I’m not sure I’d care to make time to do so now, but it sounds like the NPC AI has shades of what we’re asking for in MMO design.  They live lives and react to player actions, rather than sit around with glowing punctuation over their head, or waiting to respawn.

Yes, a single player game has more latitude to do this (the Elder Scrolls games flirt with this as well), but there really isn’t any good technological reason that this couldn’t be addressed in MMO design.  Even a simple daily routine for NPCs would be a step beyond the stiflingly static MMO worlds of today’s mainstream.  Little things like that can lend greatly to the feeling that a world is alive, rather than a stage.

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In another entry that is probably largely redundant, I just wanted to take a quick look at the role that a customizable skill-based character mechanic might have in breaking the stagnant Tank/Healer/Damage Dealer triangle in most modern MMO combat.

Firstly, I see the mechanics of healing, protection/mitigation and damage dealing as being key functions of combat.  I don’t dispute that.  You need a way to kill the enemy, not be killed in return, and heal up when things go sour.  Throughout “real world” history, that has meant a weapon, armor, and some sort of medical support.  Notably, the real world doesn’t really have “instant heals” or even “heals over time” that function over the span of a few seconds, but we do get to make concessions to make the game fun.  So, ignoring that healing was something usually done after combat was over, and often over the span of days if not longer, we’re back to kill/defend/heal.

Question #1:  Why do those functions need to be filled by different people? (more…)

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