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Game Design School Ma B

1 Year Full Time; 2 Years Part-Time

We will be making some changes to the way our programmes will be delivered in 2021-22 to ensure we continue to respond to the ongoing Covid-19 pandemic. All programmes will be delivered in-person on campus with some specific sessions within each programme being delivered online in a pre-recorded format. Where necessary, changes will also be made to assessment formats.

On this brave independent games programme focusing on game design, games find purchase in the creative arts to engage conversation, inspire personal expression and explore our world.

This course will teach you how to use game design to develop aesthetic awareness, and create meaningful experiences. Students learn how to build compelling mechanics, craft innovative narratives, and develop immersive playable environments. Together, we will push games into new territories and intellectual domains.

As technologies have integrated into our everyday lives, elements from games have been woven into everything, from the way museums educate the public, to how scientists do cancer research. With the rise of mobile games, console creators no longer hold a monopoly on gaming platforms. This new-found freedom has resulted in an explosion of independent games – from putting players in immersive augmented worlds, to telling transformational personal narratives, these new experiences are redefining the rules of play.

Games are now part of everyday life. As a result, markets previously dominated by traditional media have begun to leverage the ability of games to tell stories, generate knowledge, and educate the public. An explosion of games and apps has created a new breed of entrepreneur, who uses small teams to create projects accessible to millions. This rising market has become a driving economic reality within the UK.

Why Study MA Independent Games Design at Goldsmiths?

  • This MA has several informal focus areas students can choose from:
    • Independent games design and development
    • Mixed reality (XR), playful experiences, and installation design
    • Games for change
    • Machine learning and game user experiences
    • Using Creative Coding and Physical Computing
  • You can build skills to start your own game design studio.
  • You will be mentored on how to grow in your creative career.
  • When you graduate, you can use game design in a wide range of fields both inside and outside the game industry, including independent games, XR studios, interactive film, advertising and media outlets, journalism, non-profits, education, design, and fine arts.
  • You will be part of a supportive community of games creators who actively release titles, and have access to a large library of video games and board games.
  • Goldsmiths hosts frequent game jams, and industry events on campus, which you will be able to participate in.
  • The UK has a strong community of publishers and creators with innovative voices creating groundbreaking titles, which you will have access to.

Who should apply?

  • Game Designers and Developers who want to break out, and be award-winning pioneers in their field, celebrated for their creative vision.
  • Artists interested in games as a creative practice.
  • Designers who want to grow their programming ability – unlike other MAs, this degree requires no pre-existing programming experience.
  • Game developers who want to acquire game design skills.
  • People interested in using games to generate dialogue around social justice issues.
  • Theatre creators and performers interested in games as a performative medium.
  • Educators who want to use games to create richer and more interactive learning spaces.

Contact the department

If you have specific questions about the degree, contact Federico Fasce.

What you'll study

Compulsory modules

You will study the following modules:

Compulsory modules Module title Credits
Approaches to Play 1

Approaches to Play 1

15 credits

From basic design tools to conceptualising, prototyping and play testing an array of games, this module will teach you how to create compelling game mechanics within playable experiences.

You'll explore how emotion, sensory experience, interaction design, framing and purpose unfold through game design, and grapple with the tools which make play compelling. Additionally, this module looks a the different kind of possible models for play such as cooperation, skill, experience, chance, whimsy, performance, expression and simulation.

In addition to learning game design, students will learn how to talk about and understand games. From designers working with a formalised ludic approach to artists exploring liminoid spaces within play, the range of approaches will be explored.

You will leave this class with a clear understanding of the state of games and play as well as with a lexicon on how to discuss work within this space.

15 credits
Approaches to Play 2

Approaches to Play 2

15 credits

What are the keys to creating successful playable spaces? What kinds of digital play experiences work in physical environments? Leveraging your ability to experiment, this course will give you the opportunity to rapidly prototype and explore the environmental aspects of play.

Along the way you'll be brainstorming, pitching and storyboarding experience design and physical games, analysing critical interventions using technology and play in public space and leveraging technology in multiple contexts such as theatre and museum installations.

You'll also be looking at movement in physical play, using technology to enhance experiences, multi and cross sensory based experience design, current uses of emerging technologies in physical games and museum settings and the ways in which user testing and iteration cam improve play experiences.

15 credits
Final Project for MA Independent Games and Playable Experience Design

Final Project for MA Independent Games and Playable Experience Design

60 credits

This module will enable you to produce an independent research-led practice project in an area of your choosing. You will be able to apply the skills learnt on your MA to a single, coherent body of work.

60 credits

Additionally, you will take 90 credits worth of option modules from a list made available by the department. This following is an indicative list of option modules available on this programme.

Option modules Module title Credits
Introduction to Modelling and Animation

Introduction to Modelling and Animation

15 credits

This module covers the basics of 3d modelling, texturing, rigging and animation. Students will learn how to use modelling software to create a range of 3D rigid body assets varying from buildings to vehicles to household objects to vegetation to roads and terrain, etc. Lighting and texturing will be taught as well as simple rigging and animation workflows.

At the end of the module, the students will be able to use Industry standard export pipelines, to integrate the assets they have created into simple prototype projects in a game engine (such as Unity or Unreal).

You will learn:

  • Navigation in 3d space, primitives and hierarchies
  • Hard surface poly modelling
  • Modelling from reference and concept art
  • Ligh8ng and simple shader workflows
  • Animation principles, forward and inverse kinematics
  • So; body modelling
  • Simple low poly character, skinning and rigging
  • Simple character animation, walk cycles
  • Export pipelines using Ox and obj formats
15 credits
Data and Machine Learning for Creative Practice

Data and Machine Learning for Creative Practice

15 credits

The module will expose students to state-of-the-art techniques, tools, and open questions related to creative uses of data, signal processing, and machine learning. The emphasis will be on developing hands-on skills using these techniques in creative projects, and on exploring the creative potential of these techniques.

Specifically, students will learn about topics including:

  • Representations and feature engineering for sensor data, audio data, image and video data, social media data, etc.
  • Signal processing techniques for working effectively with this data (e.g., perceptual audio and video features, smoothing filters,
    onset detection)
  • Communication protocols for working with real-time data (e.g., OpenSoundControl, Web Sockets, serial)
  • Applications of classification to creative and interactive contexts: e.g., human pose recognition, activity recognition, semantic
    audio analysis
  • Applications of regression to creative and interactive contexts: e.g., creating continuous gestural controllers and multimodal
    mappings (such as music visualisations, gesturally-controlled instruments)
  • Applications of temporal modeling to creative and interactive contexts: e.g., gesture recognition, temporal analysis of music or
    video
  • Current topics in signal processing and machine learning in music, art, and other creative industries (e.g., Google's "Deep
    Dream," chat bots, image style transfer)
  • Tools for working with data, signal processing, and machine learning in creative projects, including tools for real-time data
    analysis
  • Reasoning about fundamental questions in machine learning and data mining, including e.g., how can an algorithm learn from
    data? What feature representations should we use for a given problem? How do we know whether one algorithm is better than
    another?
15 credits
Workshops in Creative Coding 1

Workshops in Creative Coding 1

15 credits

The course will introduce you to a range of techniques and practices for creating interactive audiovisual software using generative techniques. This will include computational and process-based thinking, perspectives on audio and visual perception, algorithms for creating graphics and sound, advanced topics in computational media and project development. Every week a theme from art is introduced and then replicated and examined using code.

Objectives

  • Provide the student with a fundamental understanding of code and modern computer literacy.
  • Introduce and apply programming concepts and techniques using openFrameworks/C++.
  • Approach programming from an artistic perspective.
  • Allow for the emergence of open dialogue regarding the content being instructed.
  • Invoke the student's interests to apply what they have learned outside of class.

On successful completion you will be able to:

  •  Program interactive installations
  •  Develop algorithms for generating images and sound
  •  Reason about the aesthetics of computer art pieces

Sample Syllabus:

  • Introduction to art, tech, free software
  • Introduction to openFrameworks
  • Animation and intro to generative art
  • Repeat, repeat, repeat: loops and arrays
  • Number generators
  • Images & video
  • Algorithmic thiking
  • Sound with maximilian
  • Revision and guest artist
  •  ----- project work -----
15 credits
Workshops in Creative Coding 2

Workshops in Creative Coding 2

15 credits

This module builds on Workshops in Creative Coding 1 by assuming that students have mastered the basics of C++ in introduces them to topics in computational arts such as: computer vision, machine learning / AI, networking, genetic algorithms, 3D graphics, emergence of complexity and more.

 Sample Syllabus:

  • Emergence and object oriented programming
  • Computer vision A (part 1)
  • Computer vision B (part 2)
  • Networked art with OSC messages
  • Machine learning / AI
  • Sound with maximilian (part 2)
  • Projection mapping
  • Genetic algorithms and other advanced generative techniques
  • 3D graphics
  • ----- project work -----

Other topics include:

  • Data visualization
  • Physics engines
  • Mobile
  • Shaders / GLSL
  • Augmented reality
  • DMX
  • Delaunay / voronoi
  • Art with typography
  • Swarm intelligence
  • Using 3rd party APIs
15 credits
3D Virtual Environments and Animation

3D Virtual Environments and Animation

15 credits

This module is designed to offer advanced material for students who want to specialise in the area of applications in 3D environments and animation. It is geared towards research-led teaching, which would expose students to the most state-of-the-art 3D VR applications.

15 credits
Entrepreneurial Modelling

Entrepreneurial Modelling

30 credits

This module will introduce students to a range of business modelling tools, and provide insight in to the characteristics of successful entrepreneurs and enterprises. The module has evolved from NESTA's Creative Pioneer Programme and will use the Modelling Techniques that were designed and have evolved from The Academy and Insight Out which provide approaches to commercialising creativity.

It will critically review the key characteristics of successful enterprises, entrepreneurs and leaders, within the cultural and more commercially focused creative industries. It will look at the range of business models that exist and review how best to build a financially sustainable organisation.

Students will be introduced to a range of techniques:

1. Relationship Modelling – this will assist students to understand the range of business models in the creative industries, and to create the most appropriate route to market; it will consider the relationship that the originator of the creative idea has to the production, distribution and the audience/customer/client; it uncovers the student's relationship to "reward".

2. Evidence Modelling – this model uses Marshall McLuhan's Tetrad Model to review the likely impact of the idea; it helps makes the enterprise tangible and to ensure that the entrepreneur remains in control of the effects of their ideas. Using the modelling technique helps students to articulate their values and the benefits of their ideas.

3. Blueprint Modelling – an approach to creating an operating plan which will move their idea to market, articulating all of the activities and responsibilities required.
Consequence Modelling – using all of the knowledge from the modelling techniques, this will uncover the financial consequences of the decisions made. It will introduce them to basic financial modelling concepts, and ensure they are comfortable with the financial language of creative entrepreneurs.

30 credits
Physical Computing 1

Physical Computing 1

15 credits

Physical Computing is of increasing interest to artists, musicians, choreographers and other creative practitioners for the creation of novel artworks and also for forms of computational interaction between these objects and people. There are many other applications of Physical Computing, for example in museums, ubiquitous and embedded computing, robotics, engineering control systems and Human Computer Interaction.

A physical environment may be sonic, tangible, tactile, visually dynamic, olfactory or any combination of these. In this module, you will learn how the environment, which is essentially continuous, can be monitored by analogue electrical and mechanical sensors. Computers, however, are digital machines programmed by software. One element which you will focus on, therefore, is the interface between the digital and the analogue.

This study will encompass basic physics, electronics, programming and software engineering. The practical objective of this module is the development of the skills you will need for designing and building interactive physical devices.

15 credits
Narrative and Interactive Fiction

Narrative and Interactive Fiction

15 credits

This module gives students an introduction to the art and craft of producing interactive fiction and delivering it on the Web. A historical overview of the field, from early examples of interactive narrative in theatre through books and film to computer-based interactive narrative, provides context for you to explore making your own works of interactive fiction, using engines for developing each of choice-based and parser-based narratives.

You will be expected to play through historical and contemporary works, critically assess them for effectiveness, and contribute to the playtesting and assessment of peers' work.

15 credits
Introduction to Programming for Games

Introduction to Programming for Games

15 credits

This module covers the basics of multi-platform game development, using one of the most popular game engines in the world: Unity. The module also teaches the fundamentals of C#, which is used to implement everything from your game logic to character controllers.

At the end of the module, you will be able to create your very own game and publish it on different platforms.

"Advanced Programming for Games" is the second part of this module, which can be optionally chosen if you are interested in deepening your game programming knowledge.

15 credits
Advanced Programming for Games

Advanced Programming for Games

15 credits

This one term long module (following the introduction module) is targeted directly at those who wish to work in the games industry. Technical and art positions at major or independent studios are difficult to secure, with many requiring tough tests and interviews. The approach is highly practical focusing on the key skills valued by employers in senior staff.

As well as focusing on the required programming the module also teaches the organisational skills required to work at a high level. Artists talking this module will benefit from knowing how the asset pipeline works.

15 credits
Mixed Realities

Mixed Realities

15 credits

Students will learn advanced techniques for immersively combined real world with virtual contents including augmented reality, photogrammetry, motion capture, and computer vision. In the lab, they will be able to apply these techniques to create a mixed reality application that combines real and virtual content appropriately, and leverage the body in this experience.

15 credits
Physical Computing 2

Physical Computing 2

15 credits

Physical Computing is an interdisciplinary area of computational art and design that blends conceptual thinking, programming, human factors, engineering, physics, a do-it-yourself (DIY) mentality, and physical crafting. This module introduces some of the intermediate prototyping, electronics and programming skills necessary for practitioners making interactive, computational physical artefacts and systems. It also introduces some more advances knowledge of physical prototyping and design, such as human factors, user experiences and user testing, and 3D modelling which are necessary to guide students in a co-evolutionary process of emergent computational art and design. Students on this module will apply these skills in their explorations of the physical making process and produce a series of interactive and physically animated experiences.

Students will work on developing a self-initiated project that explores advanced topics in the art of physical computing. These topics could include communication between embedded systems and other software, CNC fabrication such as 3D printing and laser cutting, and advanced strategies for sensing and "learning" which are useful across many types of electronic and mechanical systems.

15 credits
Advanced Programming for Games

Advanced Programming for Games

15 credits

This one term long module (following the introduction module) is targeted directly at those who wish to work in the games industry. Technical and art positions at major or independent studios are difficult to secure, with many requiring tough tests and interviews. The approach is highly practical focusing on the key skills valued by employers in senior staff.

As well as focusing on the required programming the module also teaches the organisational skills required to work at a high level. Artists talking this module will benefit from knowing how the asset pipeline works.

15 credits
History of Computer Games, Art and Animation

History of Computer Games, Art and Animation

15 credits

The BBC 1960's TV programme "It's a Knockout" inspired the UK games developer Mediatonic to create Fall Guys. In the 1990's, dolls houses provided the inspiration for Will Wright's game The Sims. Kafka's novel, 'The Castle,' was a major influence on the Japanese games designer, Suda 51. Thus, culture and history have had a major impact on games design innovation and provide invaluable source material and inspirational starting points for games designers and artists.

On this course, taking a games industry perspective, students will learn about the history of computer games development, art and animation, starting in Renaissance times with three-point perspective through to computer graphics in the 1960s and 70s and the emergence and growth of interactive entertainment from the games of the 80s and 90s to the VR industry today.

With a view to enhancing students' "games design potential", they will learn about Surrealism, Cubism, Pop Art, Dada, the History of Perspective, Computer Art, Rave Culture, Cyber Culture and Punk Rock. Creative research is then carried out by the student on these cultural themes to source ideas, images and designs that can be translated into innovative new games designs for mobile, console, VR and PC. This process uses standard games industry games design document templates.

The students then use the research methods and templates acquired to create their own original games designs based on cultural themes. Giving students a "cultural-based" games design strategy that they can use in their own games development practice to develop new and original gameplay mechanics and designs to set them apart from the competition.

A historical section of the course is games-industry-focussed, examining some of the world's most famous games designers and also development trends and commercial drivers on an international scale and how research and creativity can be translated into commercial and indie games.

You will learn:

  • Historical and cultural research methods to explore, find and select material suitable for conversion to computer games.
  • Learn how to take the research outcomes and translate them into your original games designs.
  • How to use and complete games industry games design templates to a professional standard.
  • Create eight mini-games concept documents of your own design spanning all the cultural themes covered. This will include diagrams, sketches and drawings.
  • Create a major games design document and video animatic within a fixed budget and development constraints. This will include diagrams, sketches and drawings.
  • How to be an innovative games designer and researcher.
15 credits
Introduction to Virtual Reality

Introduction to Virtual Reality

15 credits

The course will introduce students to Virtual Reality and cover a selection of the topics below:

  • VR history and its place in broader media art history
  • Introduction to VR hardware
  • Examples of VR applications across creative disciplines
  • Human Perception and the Psychology behind VR
  • VR graphics
  • 3D interaction (navigation, object interaction)
  • Narrative in VR and critical approaches to VR
  • Embodiment
  • Technical topics: character rigging in 3D, 3D audio etc
  • Design of VR experience as part of a creative practice

Students will gain practical experiences in the above areas creating VR applications. The technical focus of the module will be on coding for VR using game engines (C# in Unity), with opportunities for exploration of web-based VR (e.g. AFrame).

15 credits
Critical Social Media Practices

Critical Social Media Practices

15 credits

This module immerses participants in the latest developments around social media reporting and campaigning. This is a participatory module which mixes up-to-the-minute case studies with a hands-on exploration of the tools and concepts.

Students will become familiar with the affordances of digitally enabled crowdsourcing and participation as well as social media reporting, UGC verification, forensics and analysis

15 credits
Computing the User Experience

Computing the User Experience

15 credits

The module will explore the fit between people and technology, focusing on understanding a stated human need from the perspective of human capabilities and limitations that would affect the appropriateness of technology being applied to meet that need.

Firstly, we will explore the ability of humans to perceive and process information presented in a variety of different forms and media. This will be followed by an overview of the capabilities and limitations of people to comprehend and interact with interfaces provided by technology-based solutions.

The bulk of the module will consider the utility and usability of different technologies in a structured and systematic way. Technology will be considered from the perspective of hardware, operating systems, networking, service functionality, service interface and media processing.

Finally, the key concepts covered in the module will be brought together to explore the process of proposing technology-based solutions to meet user requirements.

15 credits

Download the programme specification . If you would like an earlier version of the programme specification, please contact the Quality Office.

Please note that due to staff research commitments not all of these modules may be available every year.

For 2021-22 and 2020–21, we have made some changes to how the teaching and assessment of certain programmes are delivered. To check what changes affect this programme, please visit the programme changes page.

What our students say

Russ Bittles

Learning was always the most important part of the experience. Exploring new concepts, challenging beliefs, and broadening my understanding was why I chose to study in the UK, and Goldsmiths delivered.

One of the things I enjoyed most about my time at Goldsmiths was the atmosphere. Learning was always the most important part of the experience. Exploring new concepts, challenging beliefs, and broadening my understanding was why I chose to study in the UK, and Goldsmiths delivered.

My reason for choosing the MA Independent Games and Playable Experience Design (IGPED) at Goldsmiths was to add a player experience approach to my technical game development undergraduate degree. By offering courses asking us why we make games, and what statements we are making through our games, IGPED helped me develop a more holistic approach to games and play. The supplemental courses can be tailored to meet your design approach, and the overall experience was worth the year I spent living in the UK.

One of my favourite parts about studying in New Cross/south east London were the different foods available within the area. The proximity to central London, Greenwich, and other cool places. I spent some time at the gyro place in New Cross. I got a couple of tattoos at The Gilt Moth in Greenwich.

Take some time to see the city. It's a wide world, and there's plenty to do. Your studies are not the only reason to attend university. Meet people, have a pint. The workload isn't that overwhelming, and it's not the end of the world if you get a 60.

Shani Thompson

Doing this MA was such an amazing opportunity to immerse myself in the games industry.

A truly unique and valuable experience which provided a holistic multidisciplinary exploration of games and play, doing this MA was such an amazing opportunity to immerse myself in the games industry. Although I was new to digital game design I always felt secure with the vast range of research presented to explore, the wonderful cohort I got to study with, and the creative welcoming environment of the course itself. Doing this course through the lockdown was definitely an experience in itself, but both teachers and university staff were unwaveringly supportive which was invaluable during uncertain times in maintaining my morale.

I chose this course out of the variety of games courses available as the title indicated to me a place to explore and facilitate new ideas inspired by the theories behind games. As a designer, this open approach to trendsetting appealed to me and a year later I am not disappointed – in fact, it was far more magical than I had imagined. The modules were dynamic and interesting, the variety of interesting people I met through the course was so fantastic and truly inspirational.

After graduation, I worked on a 4-month project as a research and development associate focusing on games and playable experiences event research, and planning. I am currently working as a part-time assistant curator. I am excited about the journey the course has started me on and the passion that the lecturers have is truly contagious and I really look forward to applying what I have learned through the unusual but amazing year. I hope to do more research and development around games and play in the future.

Going to university is a dynamic experience in itself and can fill you with a mixture of emotions but it is important to try new things and see all experiences, especially those that take unexpected turns. But, remember that you are not alone and there is always help or a friendly ear when things get challenging.

Marcus Ansley

I'd highly recommend taking part in some of the game jams throughout the year, and keep your eye out for the extracurricular work your developing skillset allows for.

For me, this course was an entry point into games development and the tech industry more broadly. It provides a brilliant opportunity for a wide variety of students to learn game development practices from programming to modeling to game design and narrative design, even if a student's background is in something completely different. Our year alone had graduates from design, philosophy, engineering, and literature to name a few, and we were each able to develop our skill-sets and our own voice through our games.

This course can be quite challenging, particularly if you take some of the advanced modules currently on offer, but it can also be incredibly rewarding and liberating when you find yourself with an entirely new set of skills for creative expression. On a personal note, I'd highly recommend taking part in some of the game jams throughout the year, and keep your eye out for the extracurricular work your developing skillset allows for. Aside from that, I hope you enjoy it and tell the stories you want to tell!

I'm currently contracted as a game developer for a small studio based in London (but working remotely). I'm mainly responsible for programming the games we need to make in Unity as well as getting out playable prototypes. I do like how hands-on development work is, and I love getting to extend my skillset as a programmer and continue learning new techniques and practices.

See more profiles for this programme

Entry requirements

Fees, funding & scholarships

Annual tuition fees

These are the fees for students starting their programme in the 2021/2022 academic year.

  • Home - full-time: £10870
  • International - full-time: £16120

If your fees are not listed here, please check our postgraduate fees guidance or contact the Fees Office, who can also advise you about how to pay your fees.

It's not currently possible for international students to study part-time if you require a Student Visa, however this is currently being reviewed and will be confirmed in the new year. Please read our visa guidance in the interim for more information. If you think you might be eligible to study part-time while being on another visa type, please contact our Admissions Team for more information.

If you are looking to pay your fees please see our guide to making a payment.

Additional costs

In addition to your tuition fees, you'll be responsible for any additional costs associated with your course, such as buying stationery and paying for photocopying. You can find out more about what you need to budget for on our study costs page.

There may also be specific additional costs associated with your programme. This can include things like paying for field trips or specialist materials for your assignments. Please check the programme specification for more information.

Funding opportunities

Find out more about postgraduate fees and explore funding opportunities. If you're applying for funding, you may be subject to an application deadline.

How to apply

You apply directly to Goldsmiths using our online application system.

Before submitting your application you'll need to have:

  • Details of your education history, including the dates of all exams/assessments
  • The email address of your referee who we can request a reference from, or alternatively an electronic copy of your academic reference
  • A personal statement – this can either be uploaded as a Word Document, PDF, or can be completed online (please see our guidance on writing a postgraduate statement).
  • If available, an electronic copy of your educational transcript (this is particularly important if you have studied outside of the UK, but isn't mandatory)
  • A portfolio of creative work with at least two examples of past projects. the documentation can vary and be from any discipline. Possible examples include video of a performance, creative writing, a game, design work, drawings, animation, film, music, or documentation of an initiative done within a community.

You'll be able to save your progress at any point and return to your application by logging in using your username/email and password.

When to apply

We accept applications from October for students wanting to start the following September.

We encourage you to complete your application as early as possible, even if you haven't finished your current programme of study. It's very common to be offered a place that is conditional on you achieving a particular qualification.

Late applications will only be considered if there are spaces available.

If you're applying for funding, you may be subject to an earlier application deadline.

Selection process

Admission to many programmes is by interview unless you live outside the UK. Occasionally, we'll make candidates an offer of a place on the basis of their application and qualifications alone.

Find out more about applying.

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Game Design School Ma B

Source: https://www.gold.ac.uk/pg/ma-independent-games-design/

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