Speakeasy
08.11.2022

Devoted SpeakEasy #6: Character Customization That Sells

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Character Customization That Sells with Tramell Isaac. Devoted Speakeasy E06 by Ninel Anderson

This episode’s guest is Tramell Isaac, the Vice President of Art at IllFonic, Art Director of the Fallout series, Planetside, Planetside 2, Predator: Hunting Ground, Duke Nukem Forever, and Lawbreakers. We promise that this interview is as impressive as Trammel’s track record!

Watch this episode to find out about how great projects start, how to make your content sellable, and why the players like customized assets so much. Improve your knowledge of the game art industry with Devoted SpeakEasy. 

Timecodes:

(00:00) — Intro
(0:58) — Game production steps from the very first day
(3:06) — Character customization tips and tricks
(4:02) — Building unique distinguish character factions
(7:31) — Creating valuable and sellable content
(9:03) — How to find out what your users want to buy
(13:17) — Involving community into building content
(15:26) — Budgeting character customization
(21:45) — Career choices and recommendations
(27:00) — What makes a great artist
(29:07) — DO’s and DON’T’s in becoming a Lead Artist
(33:42) — Lead artist: creating content VS management

Watch the full episode at the link

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08.11.2022

Devoted SpeakEasy #5: Raise Money in Gaming

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14 Things to Know to Raise VC Money in Gaming. Devoted Speakeasy E05 by Ninel Anderson 

This episode hosts amazing thinkers who analyze gaming trends and distribute venture capital among the products with high potential for success. In this podcast, you’ll meet Sam Englebardt and Richard Kim, Partners at Galaxy Interactive, as well as William Rhys Dekle, Partner at Strategic Alternatives.

Together with our amazing host Ninel (Gryuner) Anderson they discussed modern trends and game industry changes in the after-pandemic times, and shed some light on the decision-making process of how the projects are chosen to be invested in. Must-watch for game producers who want to raise VC money.

Timecodes:

( 00:00 ) — Intro
( 01:50 ) — 5 things investors are looking for in a pitch
( 03:53 ) — How do investors do their due diligence on content?
( 07:43 ) — The Pitch Process, and case studies from Galaxy’s portfolio
( 20:53 ) — Cold calling investors vs. warm intro?
( 22:42 ) — Is building a “Founder Brand” a necessity?
( 23:10 ) — How to research investors?
( 27:25 ) — Are consultants helpful in raising money?
( 29:17 ) — Supporting each other is key!
( 30:27 ) — What is the difference between a lead investor and a follower?
( 31:10 ) — How do you price your business?
( 36:05 ) — Do your math! Is VC actually a good solution for you? What other options do you have?
( 37:29 ) — Overall time, from starting pitching, to term sheet draft, to the final version. When would you actually receive the money in your account?
( 38:55 ) — What’s the usual time between the rounds? What should the founder be doing in between rounds?
( 42:52 ) — How has the process changed with the advent of the pandemic?

Watch the full episode at the link

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08.11.2022

Devoted SpeakEasy #4: Building Compelling Worlds

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Building Compelling Game Worlds: Destiny and Halo with Christopher Barrett. Devoted SpeakEasy E04

Even if you haven’t met Christopher Barrett before this episode, you definitely know the projects he created! He was the Art Director on Halo 2 and Halo 3, the Artist on Halo, the Art and Game Director of Destiny 2, and the Art Director of Destiny. 

Sounds impressive? Then hurry up to watch his interview and find out how to build the world your players will be excited to explore. The other important issues we discussed in this episode are “How to find inspiration”, “How to manage a big team of artists”, and “How to be the Art Director and the Game Director simultaneously”.

Timecodes:

( 00:00 ) — Intro
( 2:18 )  — Building worlds you want to explore
( 5:15 )  — Using the concept of “postcards” to tease an idea of a place you want to visit
( 9:15 )  — Drawing inspiration from beloved fiction from childhood
( 12:20 )  — How to communicate personal achievement through the visual language of gear rarity
( 17:50 )  — The importance of building upon existing, recognizable tropes
( 24:15 )  — The challenge of helping artists in a big team find the common language
( 30:40 )  — The nuances between an Art Director and Game Director in leading a team
( 37:50 )  — Being a social media ambassador for Destiny through its ups and downs

Watch the full episode at the link

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-11-08T19:20:40+03:00">08.11.2022</time><time class="updated" datetime="2023-08-10T16:47:20+03:00">10.08.2023</time>Posted inSpeakeasy
08.11.2022

Devoted SpeakEasy #3: Character World, Design Kits in LoL, GoW

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Bigger than Games: Character World, Design Kits in LoL, GoW with E.Gonzalez. Devoted Speakeasy E03

Lead Art Director for Catalyst Black Eduardo Gonzalez joined us for a new Devoted SpeakEasy podcast episode. Previously he was a concept artist for God of War, Socom, and Kill Zone. He also contributed to Visual Development and World Building at Riot Games. 

In this episode, we discussed how he built his career at Riot Games and the specifics of building a team of artists worldwide. Watch this episode to get some insights into how to create games with unique identities and provide them with catchy storytelling.

Timecodes:

( 00:00 ) — Intro
( 1:00 )  — Riot: how it all started
( 5:08 )  — Co-Founding World Building Team with the knowledge that the IP will transcend the game
( 11:40 )  — Shape language and symbolism of specific champions in League of Legends
( 17:28 )  — Subcultures within characters to give depth and possibility without touching the game
( 20:40 )  — How does the collaboration between different roles work in champion design?
( 29:00 )  — Surfacing “hooks” or “clues” that will give games their identity
( 35:15 )  — Estimating time spent on assets as a trial and error process
( 40:00 )  — A glimpse into early visual development for God of War
( 45:40 )  — What are the secret ingredients to a successful new IP?

Watch the full episode at the link

 

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08.11.2022

Devoted SpeakEasy #2: Techniques & Leading Like a Conductor

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Daniel Dociu: Developing IPs; Styles, Techniques & Leading Like a Conductor. Devoted SpeakEasy E02

Daniel Dociu is one of the most famous Art Directors in the industry.

Known for his work for Guild Wars and his incredible style, he is able to create incredible concepts that immediately grab attention. 

We hosted him at the Devoted SpeakEasy podcast to ask about best practices of team leadership; how the teams were built for Guild Wats I and Guild Wars II; what skills and qualities you should have to get hired on his team; what are his favorite techniques and brushes. Watch this episode to find the answers.

Timecodes:

( 00:00 ) — Intro
( 7:50 ) — How to lead a team like a conductor
( 9:20 ) — How the art teams of Guild Wars 1 and 2 were built
( 20:20 ) — Things Daniel looks for in artists
( 33:00 ) — How allowing aberrations in art style builds more plausible worlds
( 35:40 ) — How to develop IPs?
( 39:50 ) — Techniques and brushes
( 42:30 ) — and the differences between original IP development vs movie based

Watch the full episode at the link

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-11-08T19:14:41+03:00">08.11.2022</time><time class="updated" datetime="2023-08-10T16:46:05+03:00">10.08.2023</time>Posted inSpeakeasy
08.11.2022

Devoted SpeakEasy #1: What Can Game Art Production Learn From Movie

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From Hobbiton to Stars: Lance Powell’s Journey as a Video Game Art Director | Devoted Speakeasy E01

How it all started – watch the first episode of the Devoted SpeakEasy Podcast and meet Lance Powell. Lance is an Executive Art Director who has made an impressive transition from the movie to the game industry, adding incredible projects to his portfolio such as Lord of the Rings 2 and  3, Shrek 2, Medal of Honor: Airborne, Cloud Imperium’s Star Citizen, and others.

In this episode, we discussed his contribution to the world-famous saga as a Surface & Texture Artist, the working process on Mech Warrior ll, and his experience with the Medal of Honor.  

Timecodes:

( 00:00 ) — Intro
( 4:20 ) — Working on Mech Warrior ll at Activision
( 10:00 ) — Working as a texture/surfacing artist working on Lord of the Rings 2 / 3 and Shrek 2
( 47:06 ) — Working as an Art Director on Medal of Honor: Airborne

Watch the full episode at the link

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-11-08T19:07:41+03:00">08.11.2022</time><time class="updated" datetime="2023-08-10T16:45:26+03:00">10.08.2023</time>Posted inSpeakeasy
31.10.2022

Blockchain Games in 2022. Devoted Studios Projects

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NFT Games in 2022. Devoted Studios projects

Blockchain games are rapidly gaining popularity, and this is not surprising – in crypto games based on blockchain, the user can earn just by playing the game. A gamer can easily get tokens for completing tasks and spending time in the game, which can then be invested or converted into regular money.

Metaverse games keep developing their gameplays and mechanics to attract new players. Gamers can use interchangeable or non-interchangeable (unique) tokens in the game world. The genres of blockchain games can vary from strategy, RPGs, racing, simulation, sports, and more.

Blockchain technology makes it possible to verify the authenticity of a token and confirm the right to own it. The buyer can view all transactions made to verify the authenticity of the asset being purchased.

Not only coins, but also various in-game items can be issued in the form of NFTs. The value of each artifact will depend on the uniqueness of its parameters and the difficulty of obtaining it.

It is possible to install crypto games on iPhones and iPads, Android smartphones and tablets, computers and Windows laptops. Cryptogames give users a unique opportunity to both enjoy online gaming and get real money at the same time. Such games are called Play to Earn. In P2E cryptogames, regular people get money for completing missions and successfully completing various game tasks.

Devoted Studios has become a recognized leader in web3 game creation and NFT marketplace development after its collaboration with The Sandbox and some other great projects. Let’s talk about them more precisely.

Top NFT Games Co-Developed by Devoted Studios

DeadFellaz

DeadFellaz is one of the top PFP NFT projects based on Ethereum cryptocurrency. Its collection includes more than 10,000 zombie-themed NFTs and it continues to grow.Since its launch, the collection has managed to earn about $82 million. On OpenSea, NFT’s leading trading platform, the minimum price for an item starts with 2.46 ETH (about $7,600).

The project became popular due to its simple but trendy style, as well as the ambitious team that managed to attract popular influencers as the collection owners, such as  Reese Witherspoon, Lionel Richie, Steve Aoki, Dillon Francis and Alexis Ohanian.

MagicCraft

Magic Craft is an innovative turn-based military MMORPG universe in the blockchain game world. Players can play in PvE or PvP modes, earn in-game tokens and rewards, and place bets. The heart of the game is the Castle Sieges mode. Each week, clans will take to the battlefield, battling each other, capturing loot, conquering castles and claiming the title of King.

This game has a lot to do – from collecting rare items and selling them on the marketplaces, to defeating other players in PvP battles and earning in-game cryptocurrency. And it requires minimal investments at the start. Thanks to its easy start and catchy gameplay, the game is predicted to achieve high popularity and beat its competitors in NFT/Blockchain games, such as Axie Infinity.

Coin Hunt World

Coin Hunt World is the play-to-earn cryptogame with an easy but catchy concept. It provides its players with a quest aimed at exploring their cities and finding hidden vaults. It is a fun geolocation game that allows you to earn money while simply walking around your neighborhood.

The game was released on Android and launched its Beta for iOS. Now it has over 150,000 players and continues to rapidly grow. Available regions include the USA, Canada, the UK, and El Salvador.

Blankos Block Party

Blankos is a free-to-play cartoon arcade MMO game, where users can participate in various competitions with each other, communicate, share emotions and impressions. They use their own avatars in the form of a classic “vinyl” toy, similar to LEGO which can be bought in the in-game store.

Exclusive collections include two that were released wit luxury brand Burberry called Burberry Blanko. It is a collaboration with Mythical Games for the flagship game Blankos Block Party.

The brand has opened a special location in the Blankos Block Party meta-universe. It is an exotic resort with palm trees, lounge chairs, and branded sailboats. As part of the collection, customers are offered an NFT in the form of a unicorn named Minnie B. The toy is decorated with a Burberry TB monogram and can be customized with a hat, necklace, phone case, flip-flops, etc.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-31T19:07:45+03:00">31.10.2022</time><time class="updated" datetime="2023-08-11T11:29:59+03:00">11.08.2023</time>Posted inDevoted News
20.10.2022

Raymond Yu: “If your work becomes your life, that’s when things become stressful”

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Hey there! I’m Raymond Yu, and I am a concept artist based in Los Angeles. I will say it’s been a wild ride during these times, but nonetheless, it’s been a great time working with various clients and studios. I love to tell stories through my design, and I love medieval fantasy and sci-fi. Besides art, I like to workout regularly, and I like to play basketball whenever I have the chance. One of my favorite things outside of all that is to cook and research ingredients. It feels like I am playing a game whenever I do anything that has to do with food. My favorite games are Hades (Supergiant Games) and Valorant (Riot Games).

 

Give some useful advice to your colleagues who are just starting out in the profession.

 

My advice to them is to never give up. The art industry is indeed tiring and discouraging at some times, but you need to remember your dreams aspirations since you first started. Get excited about making revelations and breakthroughs as an artist, and don’t stop learning. Also one more important thing that artist forget to do is to have strong work-life balance. If your work becomes your life, that’s when things become stressful.

 

What do you want to learn next? (in terms of software, engine, pipeline)

 

I have been slowly getting familiar with Blender a lot more. It is a an extremely intuitive program for artist to use to create blockouts for any of their artwork. I would highly recommend concept artist to start using Blender if they are interested in an efficient way to set up their drawings.

 

What keeps you going in this mad world?

 

I believe what really keeps me going in this mad world, is that I truly believe I am privileged to be working as a creative during these hard times. There are people out there struggling to find the smallest of jobs, and here I am drawing and honing my craft as a profession. It truly is humbling to think about the bigger picture of this world, and I push myself because I do not want this opportunity as an artist to go to waste.

 

What’s your dream project?

 

My dream project personally would be to work on my own story or game as an art director. For my career, I would love to be a part of Riot Games,and help with conceptualizing for their show Arcane. I have always respected Riot’s art direction with their games, but I realized how much talent that they truly have after watching Arcane. This was their first show as a game studio and they managed to receive so much praise. It would be so awesome to work on a show that truly breaks the norms of storytelling through animation.

 

Where do you find inspiration?

 

When I find myself low on inspiration or creativity, I like to take a step away from my workspace and do something different from my everyday (can be going to the beach or hiking). Challenging myself from my daily routine and trying something new has always helped me change the way I think, and I when I make breakthroughs as a person, it excites my mind and my hed comes flooding with ideas and stories.

20.10.2022

Ray Song: “You need to be crazier than the world!”

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Let’s get introduced! Tell us about yourself in a few words.

Hello everyone, Iam Ray Song. I have been in the game industry for 13 years. Now, as a shareholder of 7 kingdom, I am also responsible for the research and development of a console project in China as an Art Director.

 

What inspired you to choose this profession?

I liked playing games since I was a child, I also studied art and was admitted to an art school. After graduation I engaged in the next-generation game art.

Reveal a secret sauce of your professional development.

Keep learning and don’t be stingy in it.

Give some useful advice to your colleagues who are just starting out in the profession.

No matter how difficult or bad your life is, please maintain professional concentration and enthusiasm for a long time. Just as the development project will be postponed, the professional development is the same.

Tell us about the project that changed you as a person.

I think it should be my first project: God of War III.

How do you see the future of the industry?

It was a very bad time, but the gaming industry was the best of times.

What do you want to learn next?

The UE5 engine is so fascinating!

What keeps you going in this mad world?

You need to be crazier than the world!

How do you manage burnouts and unfortunate difficulties as a professional?

Temporarily become a workaholic and bury yourself with countless work. Don’t stop. One day you will find that methods and opportunities are always more difficult than difficulties. I want to participate in the research and development of the Naughty Dog, The Last of II. I have traveled to a lot of places and taken a lot of pictures. I like to observe different corners of the world very much.

18.10.2022

Highlighs from the episode: “14 Things to Know to Raise VC Money in Gaming”

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Richard Kim, Partner at Galaxy Interactive
William Rhys Dekle, Partner at Strategic Alternative
Sam Engelbardt, Managing Partner at Galaxy Interactive

Highlighs from the youtube-episode “14 Things to Know to Raise VC Money in Gaming”<

Because of the COVID-pandemic we’ve seen a lot of industries that were struggling with the new conditions of today’s world, while the gaming industry was booming. It created a lot of opportunities for many companies to strengthen their position in the market. The question is, how do you do it? That is why we dedicated this episode to learn what the whole process of raising venture capital is and how can one make their company attractive.

What are 5 the most important things to see in a company’s pitch?

Richard: The first thing I’d love to see is a micro-level understanding of what you’re building and what your right to build this thing is. One should ask themselves, what they know about this thing that very few other people do whether it comes from personal experience or personal interests, but it has to be something that keeps you motivated throughout the very difficult process of building a company.

The other thing I want to see is not in the pitch, it is something you get from personal communication and video calls. It is how founders interact with each other because it is so important to have a shoulder to cry on when you’re building those things because of many unexpected obstacles that can punch you in the face. It gives an idea of how founders would go through hard times.

I also want to get a sense of the track record of a team and its ability to navigate all of the challenges of building a studio.

And I guess we need to talk about a market element as well: if it is a venture-backable opportunity because there’s a tone of cool ideas that just don’t have venture-level scales.

The last thing I would like to point out is what your unfair advantage is. The idea can be very rare and unique but it’s quite rare to find founders who can not only find important insights from their experiences but also go and execute them. We have to be convinced that not only do these people sell a potentially very big idea, but rally the people needed to make it happen.

Let’s talk about investing in content. What is the due diligence that you do about content? How do you understand that this particular game would be interesting for users? Is it something that can be predicted?

Sam: Games are interesting because they are unlike films, TV shows, and a lot of other things that we’ve seen. With games you don’t have to make your best piece of content the day you release it, in fact, you almost never will. It is very special because in gaming you have an opportunity to refine, rework, iterate on, and really build the content experience which is going to be forever changing, particularly in the games that we are especially interested in. Games are being operated on and built over time, that’s why you just want to make sure that you’ve got the people that have the creative vision and edge, and experience to create and develop a game, but also ship a game, market it from its release through its lifecycle, build a community, and so on. Those are the things that are not available in other forms of content and are really unique. So we pay a lot of attention to that; we constantly remind ourselves that our specific creative preferences may or may not be determinative.

Let’s say I am an unknown founder or I don’t have a well-known team. If I want to go and raise money, should I build my personal brand as a first step?

Sam: We had a case of a project with two founders, one of them was well-known and established within the industry and at the first meeting, he introduced his younger co-founder, saying that with his 20 years in the industry this guy was the most incredible engineer he came across. And this is a very good example that by no means do you need to be a known celebrity but you need to really have the goods as a founder and as somebody that is backable. Even better when you’re somebody that the world doesn’t know yet.

Okay, I’ve decided my product is good enough and I have an audience and other elements to it that I’m going to go out and raise money for. Do I go and google “venture funds near me” or do I go to a consulting company and pay them some percent of how much money they raise so they do the introductions? Or do I go LinkedIn, and then how do I find the venture fund? How does the whole process work?

Sam: Richard and I certainly believe that venture is going to evolve into specialized sector-focused funds and teams of people that really have deep expertise in the particular area that they are focused on. And in the case of interactive content and technology, it is a relatively new thing that they are sector-focused funds. Even 3-4 years ago there hasn’t been such a thing as funds focused on interactive content, and probably this tendency is going to spread to other industries. So if you are a founder in an interactive sector, you probably going to prepare a list of companies that make investments in your sector. It’s still a small enough space in the universe of investors. You can look in Pitchbook which helps you identify which firms have been out there or which deals have been done, or ask your industry colleagues for a piece of advice or intros; make connections on LinkedIn or keep in touch with latest industry news.

As for the agencies, I feel like there are very few early-stage companies that are engaging bankers to raise money for them. There is only a couple of really credible and high-quality interactive-content-focused bankers, around there, so we have actually only a couple of projects in our portfolio that have been introduced to us through bankers. So if the company comes to us from trusted bankers who really have some trusted expertise in the industry, we understand that it is going to be a terrific deal. But the same strategy is not going to work with a pretty random or unknown consultancy firm.

Rhys, in your experience, does the founder have to be all-time on the road raising money rather than working in the business? Especially if you have a long-term product that needs investments and iterations.

Rhys: I believe that a good founder is always making the relationships and connections for the future, they are always having conversations, but they don’t necessarily go out and hardcore pitch to raise the next round until they figured out a kind of timeline. You don’t want to be out of money when you raise successfully your next round either; you want to have a little bit of cushion and you know it is probably a six-months process at least. So you just kind of do the backward maths, that’s what I’ve seen from the guys I work with.

Have you invested during pandemics? And what are the steps that you had before in your due diligence process before the pandemic and what are the steps that have been added to it because of lockdown?

Sam: I think we’ve made 20 investments since March 2020, so we’ve absolutely invested during and throughout the pandemics, the first batch of those projects was discussed prior the COVID-19. Actually, we started working on most of these projects prior to the lockdown. For those that we started working on later, the process depended on how the introduction was made. We either made the first call for real warm introductions to me or Richard directly. And most of the companies we’ve invested in are those we’ve known the founders before. But we also have a procedure that after a short introduction or an e-mail exchange, we give an opportunity to spend some time with our team so that we could have a closer look and evaluate the project properly. The team forms an opinion and shares it with us, and they usually know our tastes and preferences, so it usually works well.

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