User
Welcome, Guest. Please login or register.
Did you miss your activation email?
September 02, 2010, 10:21:05 AM

Login with username, password and session length
  Search
  News
Pages: [1] 2 3
Print
Author Topic: Gamecon 09 Intereview with Russian MMO site, GoHa.Ru Google Translation  (Read 2954 times)
postman
Honorary Citizen
****
Posts: 451


Personal Text


View Profile
« on: August 31, 2009, 04:04:12 AM »

this: http://forums.goha.ru/showthread.php?p=7655983#post7655983

posted here: http://forums.play-earthrise.com/index.php?topic=5003.0

by this person: http://forums.play-earthrise.com/index.php?action=profile;u=223




Mawricus: In our community, I think very few people know many details about Earthrise, so I will try to confuse the general questions and clarify details. So, to begin, please tell us, very briefly, about the plot against the background of the game.

Atanas Atanasov: The game takes place 300 years after our time, when starting a third world war and humanity on earth is almost completely destroyed. However, the mega-corporations Kontinoma able to keep the most influential people of the time, putting their DNA and consciousness into a huge underground storage facilities. When the war ended, they came to the surface and realize that they - the only living people on earth. After this, the mega-corporation Kontinoma start to behave as God, because their technology allowed them to resurrect people, putting their minds into new bodies. Some people are not able to live with it, and the uprising began. People are divided between those who support the government and those who joined the rebels. And at this time players get into the world of Earthrise.

M: Speaking of Earthrise, you always emphasize that a lot of effort put into the creation of «high end» content. And how much time will it take to develop your character to a level where they can successfully participate in the siege and massive PvP?

A: You know, it depends on the time it is the players to earn experience for your character, but on average I would say that the month of quiet play enough to begin to actively participate in PvP, and other aspects «engame» content.

M: On your forum you mentioned that the character is also to some extent, can be developed offline? How will it work?

A: This is slightly different from the development system in EVE Online, with which our idea is often confused. System off-line development is not relevant to «pumping» skills, it is rather social development. It supports the player's cost, but not in combat. Just when players goes offline, they may choose to work for the character, and this work will bring them some money.

M: The system of skills in Earthrise is similar to other MMO, but as a work of tactics and abilities?

A: Our system of skills still a bit different from what most people expected of her. You need to kill monsters and perform quests to gain experience. This experience can invest in skills. So what skills do not develop from use. You just get the experience and spend it to buy new skills. Actually, no one bothers you learn all the skills in the game, but their use is limited by your weapons and armor. That is, even though you know all the possible skills, you can not use all at once. If you have a rifle in hand, you can only use the skills for a rifle, but if you would put on heavy armor, it will be available only skills that support it.

M: And the tactics?

A: Tactics - is a way to diversify and change your skills. If you develop skills that you learned, you will have the opportunity to add some tactics for them. If you have the ability, causing damage to normal, it can be supplemented, for example, the tactics of the damage over time (DoT) or extra damage with a stun target. So what tactics give players more variety of opportunities.

M: You say that the weapons and armor will limit the players from the use of all abilities in the game simultaneously. Does this mean that the better armor than the better armor you dress, the more it restricts the player, forcing him to specialize, or vice versa? And determine if the restrictions on passive abilities?

A: Each skill is more passive abilities, and they are automatically activated when you pick up a weapon or wear armor. With regard to specialization, we will not just make the players too much to specialize, because otherwise they can just change the character. We do not want to do sort of the class of games where, in order to try something new, you have to start again. With us you can always play to the character, how you want to be at some point. Because, believe it or not, everyone ever gets tired of his main character and he wants to try something new. And we offer many ways for players to do it without starting from scratch.

M: Are there any alternative ways of gaining experience? Well, for example the experience for PvP fights or PvP quests?

A: We are still arguing about in our studio on whether to give experience for PvP. There are pros and cons of both decisions. To be honest, we have not decided yet whether given experience for PvP.

M: But you said that you have a system of headhunters? It's not like PvP quests?

A: The system headhunters must diversify the feelings of the game, because it is not like a normal PvE, and even the standard PvP, when you go and just kill someone or going to the precipitated territory to fight for resources. The system of headhunters give players quite different sensations. They will receive special assignments from computer terminals in the game. They must find and kill the influential criminals (players) in the world Earhrise. If you become a criminal in the game, the system announces to you hunt. Since she lacks the resources to find and destroy you by the NPC, she turns to the players, bounty hunter.

M: It turns out that the game randomly selects players criminals and give the job to killing other players?

A: This is not a random choice. Assignments are given to the murder against the most famous criminals. You will always know who the most important criminals in the game. What is known criminals - the higher the reward for his head.

M: This should prevent a situation where players kill each other for prizes?

A: Yes, we look forward to it.

M: Let's talk a little about the combat system. She tries to combine the advantages of shooter and RPG system. How do you manage to combine automatic and manual selection of target bead?

A: Actually, just now we are developing a new combat system, because we met a fairly negative reaction from the players when they first showed fight to the public ...

M: Yes, that's about it, I also wanted to say ...

A: As a result of the presentation, we learned that people want something more ... mm ... how to say this ... something more like a third person shooter. They want to see more action, more movement. Of course, we are not going to remake the game in a shooter, we still want to save the RPG mechanics. So the new system, which will be in the game when its output will look like this: you will have a free sight, he will no longer be tied to the center of the screen. It will bring you all that you see on the screen and when you hover the sight of a player, he becomes an active goal, which is considerably larger in size, and it is easier to reach. Nevertheless, the goal is no longer deducted automatically, you need to constantly build on the sight of the enemy. As soon as you move your sight on goal, you cease to do damage. In addition, you will always do damage to that part of the body of the enemy, which is pointed sight. So it becomes much more like a shooter.
In addition, we reduce the recharge time skills, so that automatic weapons can, for example, to shoot without stopping.

M: So you get on the moving target is much harder?

A: Hmmm, well, we do not want, on the other hand, that the players without a stop floated around and jumped, only to escape the shelling. So we came up with a system similar to Gears of War. There players are very hard to shoot at goal when they move. We must first stop and take aim. So you can easily reach the target, only if you stand still, but if you run, it will be much harder. So, if someone wants to get away from the battle, he could try to escape. Then the enemy will have to first stop to aim at him from escaping and get the chance to escape

M: Will the creation of objects only way to get better armor and weapons in the game, or will be, and alternative possibilities, such as loot from PvE raids or PvP points?

A: Actually, we want the creators of the items had a tremendous influence in our game. We are very much attention to Kraft and the economy, so that the best equipment you can get help with crafting, but here are the resources for it to be mined in PvP, and in PvE. I do not want to say that you have all the time to kill someone to get a specific resource. The best resources are located in disputed territories, PvP, where players can build their base and extract resources in the mines.

M: The mines do exist, not only in PvP zones?

A: We have two types of mines. Some - PvE is mine, that is, they are located in areas closer to the capitals. They will defend the monsters, so that players will have to kill them to allow access to the mines and begin to receive resources. Resources do not have to dig by hand, this will happen automatically, and resources will soon enter the market. The more mines cleared of monsters, the cheaper it will be resources on the market.
Another type of mine - a mine in the PvP areas with the most valuable resources. Guild owning territories will be able to build a mine, and resources will be automatically included in the guild bank.

« Last Edit: August 31, 2009, 04:11:39 AM by postman » Logged

postman
Honorary Citizen
****
Posts: 451


Personal Text


View Profile
« Reply #1 on: August 31, 2009, 04:04:41 AM »

M: By this we shall return. Another issue at the expense of PvE mines. Can killing, say, all the monsters yourself, get the resources themselves?

A: No, clean the mines - an effort that will make all the players to the server to gain access to cheap resources.

M: To successfully create the objects, will need to have a guild that controls a mine, or some resources will need to obtain and in other ways?

A: As I said, common resources will be through PvE mines are available to all who need them. Valuable resources for equipment «high end» level produced in PvP mines. However access to these resources can be monopolized, ie, taking all the land where they can get and cut off competitors from new acquisitions. There is another way, but it will be severely limited. Killing monsters in the game, you will still get the resources, but I would not advise the creators of things rely on this method.

M: So the resources that are extracted from the monsters you can get, without exception, and in other ways, through the mines?

A: Yes.

M: I often hear questions about how to work Mechas (fighting robots). They are managed as a means of transportation or technically, they just appear to be particularly powerful armor, such as Power Suite of Fallout 3?

A: They are run exactly as vehicles. You sit in the robot and operate it as a pilot. Mechas are very limited in ability. Sitting in them, you will change the interface, and you can not use the ability of your character, because they will have their own.

M: How much effort would be required for the production of such a robot? And what impact it will have on PvP battles?

A: Mechasne will be very strong in PvP, because they are very vulnerable, if they attack from close range. Their strength is manifested in sieges, where they can cause damage to buildings. You can compare them with tanks. The tank is very powerful when firing on the buildings, but if not sitting on top gunner, the tank is very easy to undermine. With robots just as well. The siege of the other players will have to guard robots, and outside of sieges no special meaning to use them.

M: And how difficult it will be to build a robot? Will always need the efforts of an entire guild to create it?

A: It will be difficult enough, because this would require too many resources and high-level creators of objects, so that is not for one person.

M: What other means of transport will be present in the game?

A: It will spidery hovercraft (hovercrafts). They will be .... they have not all ready and I can not talk about the exact number ... but I can say that they will be a lot.

M: Finally, let's talk about PvP. Where in the game world, you can attack other players, where you'll get fined for it, and that the fines that will be?

A: Well, let's start with the most peaceful areas and move on to the most dangerous. Two of the safest areas - this is the land around Sal Vitas, the capital of the company and around Kontinoma Noir Core, underground shelters, where the rebels live. In these safe zones will be limited to carrying a weapon, you can not kill a player there on their part. But they can kill any enemy, even if a player from Noir can survive in all territories, and reach Kontinomy Sal Vitas, Toon immediately die there. This is the most secure area where you just can not use weapons.
The following are less secure territory in the lands and Kontinomy Noir and some other densely populated regions of the game. In these territories, you will theoretically be able to fight, but there will be guards, who immediately intervene. You can kill another player, but you will be really difficult to escape later.
During these lands are located outside the territory where there is a substantial risk of being killed. There will be much smaller than the guards, but some points teleports or crafting station will be protected by
Well, the most dangerous place is the siege of the earth, where you can kill anyone without fear of consequences.

M: And how insurance works in Earthrise? Would it be possible simply to insure all their items for PvP?

A: We do not want to do Earthrise too hardcore. Even hardcore players are sometimes required indemnification and defense, so we have introduced insurance. It is not our invention, it is in other games, but we want to give the player a chance to really pick and choose which items are valuable to him. If he wants, he can even insure everything. If he is killed, he loses only what is not insured, and who killed him will get some insurance in the form of remuneration.

M: You once mentioned that the faction will be important for clan wars. How will it be implemented? And will the clans of one faction to attack each other?

A: In the game there are two major factions. Those who support the government - Kontinoma, and supporters of the rebels - Noir. Players will be able to perform tasks for one of these factions, rising through the ranks and even occupy the highest positions. Advantages - it is cheaper insurance, special items and access to resources and influence of the faction. But the main drawback would be that members of the opposite side will attack you more readily than, say, on a neutral player.
That game became more interesting, we also gave the players an opportunity to betray each other, killing players of his faction. If a player Noir kills colleague about fractions, this does not mean that it immediately becomes a member of Kontinomy. He first must prove that he is worthy to join the new faction. Change faction, or loss of earning the reputation - all this will take time.

M: With respect to territorial wars. A clan can take control of some areas and build an empire?

A: Yes, this is one of the most interesting moments in Earthrise. Guilds will be able to control through the siege of a very large part of the game world. The only restriction is that you must already own the neighboring territory to attack the enemy's land. That is, you can not attack the territory of which do not border with yours.

M: And if the guild is not their land?

A: Then you can attack any base.

M: And how the guild can get a monopoly on the resources in their territories?

A: As I said earlier, in each zone, which can capture, produces a specific resource. Results in the game dozens of resources to be allocated to these areas. That is, the number of zones, where you can find one particular resource will be limited. If the guild was able to capture all the territories with a single resource and to build a mine, it works out all production of this resource in the game for ourselves and nobody else to these resources does not get.

M: What other benefits clans and players of these clans will receive for control over territories?

A: In addition to resources, players and clans will be able to build special buildings that give bonuses to the characters. Some buildings increase the damage, other protection. There are also buildings that are necessary to create krafteram particularly strong subjects.

M: Siege occur at certain times? If yes, how to set a «window» and can affect the guild defenders for the siege?

A: We are experimenting with a two-hour window for each siege. Outside this time, all friends of the guild may include at its base, and protect the very large robot, which protects the base from attack. Any enemy, coming nearer to the base, will be immediately destroyed. What happens in those two hours? Robots need for prevention and care for two hours at the main base for repair. Advocates, of course, can build a protective turret to enhance its security, but their effectiveness will be much lower than the robot-NPC. The base is vulnerable to attack. Attack of the guild can be any faction, even though 6.7 guilds simultaneously, but to occupy the territory can only be the one guild that will inflict the most damage in the main building of the database [and owns the adjoining land (see above)].
First, you must destroy all security systems, turrets and gates. When you get to the base, your task will be to destroy the main headquarters. When you do - the territory of yours, but you have only two hours on it.

M: And what time of day it opens a two-hour window? It is chosen randomly or only in praymtaym or advocates can choose it yourself?

A: Different areas will be opened for an attack during a convenient variety of players. We want to allow players with different playing styles all involved in the siege. So most of the siege of windows will open in praymtaym, and at midnight or 2-3 am, will be available much smaller territories to capture, but all the same and they will be. Also, the guild will be able to slightly change the time of the siege. If the guild does not agree, for example, with a window between 20 and 22 o'clock in the evening, she will be able to move it to the window from 22 to 24 hours. But the siege guild must choose the time required.

M: But the guild will be limited in the choice of time? Can not be moved from a siege of three hours of the day at five o'clock?

A: Guilds can not choose any time, restrictions are still present, it is somewhere plus or minus 1-2 hours from the designated time server.

M: What are the tactical options will be the players on the siege? We know that the defenders could rely on the walls and turrets, but that, for example, can make the attack?

A: As I mentioned, they can attack with the help Mechas, to destroy buildings. In addition, attackers can capture the control points. They are small buildings around the walls of the main base, which may offer some advantages attacker. Around each base of about 10-15 in each territory, and they are very easy to grab, simply stand next to the building to gain control over it. These buildings give bonuses of any guild, which they seized. So attackers can focus on how to capture these points and to receive bonuses, such as increasing damage to buildings, increase the running speed or damage on other players, improved protection for Mechasi so on. These bonuses will give them some advantage over defenders. Of course, in such a situation, the defenders will have to leave the base and try to take those points back. Thus, the siege gives a lot of different possibilities of engagement. Defenders do not have all the time to sit behind the walls, on the contrary, sometimes it is a direct path to defeat.

M: I would finally have a little talk about your approach to development. Many players notice that your company is very open, talks about the game mechanics. It is especially suited to PR? And, most importantly, you are telling the players have always been on the shelf elements, or only about the ideas being discussed in the team?

A: Since we have a new starting company, we want to show people that we are different from the typical large publisher, which copies the same from game to game. We want to be very open to our community and give him as much as possible information. What we do not want to do is to give erroneous information, or to talk about what we are discussing. So all that is known about Earthrise - is something that really will be in the game. Of course, there are some parts where we can not be sure until they earn for real. For example, there was a system of combat. Everyone was expecting a variation on the theme of the third person shooter, but when we showed the video, saw it exactly the same as it was implemented in the game. And if you remember the commercials, which we showed you realize that we really listen to our community, and understand where we need to change something. So we give not just general information, and details of systems that really are in development and will be present in the final game.

M: Speaking of commercials. We have actually seen only two short videos from the game. Can we soon expect movies about other aspects of the game?

A: We are currently finalizing a new combat system. Also we improve character animation, which is liked by no means all. We want to significantly improve the animation compared to what you saw. In fact, these videos were not specifically devoted to animation or graphics, we would just show the gameplay, people to see how battles work in Earthrise. Now we are improving the technology, which is based on Animation, improving graphics and introduce a new system of combat. When everything is ready and working, we will show new game videos, and I hope that they will like the players more than the previous.

M: And how do you plan to conduct a beta test? In Earthrise huge number of different elements. Some players have expressed doubts about how easy it is to be gathered together. When will the beta and how long it will last?

A: Beta is already running, we send out invitations and test the game. The game has many elements that are being tested right now. We will continue to invite more new testers have not yet released game.

M: And when that happens?

A: [Laughs] I knew that without this no cost. Well, actually, a serious question. We have not decided. Some companies say «when it's done», but I will say that the game will be released when the game mechanics, which is in Earthrise, really earns well. I think a month or two we will set the exact date, but will announce it only when we are confident that we can provide the claimed elements of the game without flaw and error.

M: Is there a chance to see out the game before the end of the year?

A: It is difficult, really difficult to say. We announced that it will be in 2009, and the game could easily go in December 2009, for example, but you know that many, many MMO always carried, even the biggest, so I can not yet make any predictions, unfortunately. We really important to let a good, complete game, giving the players all the possibilities for research Earthrise, which we promised.

M: Excellent. Thank you very much!
« Last Edit: August 31, 2009, 04:09:25 AM by postman » Logged

Harabeck
Hero of Sal Vitas
*****
Posts: 1730


Do, or do not. There is no 'try.'


View Profile WWW
« Reply #2 on: August 31, 2009, 06:31:20 AM »

Wow, some great stuff in there, thanks for putting that up Postman!
Logged

Felix12g
Hero of Sal Vitas
*****
Posts: 1532



View Profile
« Reply #3 on: August 31, 2009, 07:21:30 AM »

Interesting to hear him say that mechs will be useless except for sieging purposes.
Logged

Start, the rest is easy.
Cavadus
Hero of Sal Vitas
*****
Posts: 1790


Wanna join my porg?


View Profile WWW
« Reply #4 on: August 31, 2009, 08:00:19 AM »

Wow, I can't even begin to comment on the wealth of new information presented in this article.  There's so much...

The information on battlemechs was awesome.  In particular that they seem to function very similarly to Guild Wars' vehicles/mounts such as the Scorpion contraption thing and the worms from Nightfall.  I was also really stoked to hear that they're re-evaluating PvP XP.  And also the huge of wealth of vehicles which will be offered.  The bounty hunting system sounds pretty awesome as well and I really enjoyed the additional tidbits on factions.

I was particularly interested in this quote:
Quote
A: As a result of the presentation, we learned that people want something more ... mm ... how to say this ... something more like a third person shooter. They want to see more action, more movement. Of course, we are not going to remake the game in a shooter, we still want to save the RPG mechanics. So the new system, which will be in the game when its output will look like this: you will have a free sight, he will no longer be tied to the center of the screen. It will bring you all that you see on the screen and when you hover the sight of a player, he becomes an active goal, which is considerably larger in size, and it is easier to reach. Nevertheless, the goal is no longer deducted automatically, you need to constantly build on the sight of the enemy. As soon as you move your sight on goal, you cease to do damage. In addition, you will always do damage to that part of the body of the enemy, which is pointed sight. So it becomes much more like a shooter.
In addition, we reduce the recharge time skills, so that automatic weapons can, for example, to shoot without stopping.

A convoluted translation that I'm still trying to wrap my head around... but I applaud the devs for moving towards a more Tabula Rasa/Mass Effect-esque type combat system.

Just wow, there is so much info in this article... there's already like three threads alone I want to create on specific issues :p

Edit: I'd just like to say that with the new info from this article the game is definitely headed in the right direction and sounds more amazing than it ever has before.  Very nice, MastHead  Wink
« Last Edit: August 31, 2009, 08:10:05 AM by Cavadus » Logged

Harabeck
Hero of Sal Vitas
*****
Posts: 1730


Do, or do not. There is no 'try.'


View Profile WWW
« Reply #5 on: August 31, 2009, 08:26:49 AM »

Interesting to hear him say that mechs will be useless except for sieging purposes.
I think it's a great thing. Mechs have their own niche, and aren't uber weapons for wiping players out.
Logged

Cavadus
Hero of Sal Vitas
*****
Posts: 1790


Wanna join my porg?


View Profile WWW
« Reply #6 on: August 31, 2009, 09:09:59 AM »

I think it's a great thing. Mechs have their own niche, and aren't uber weapons for wiping players out.

Well, it depends on why the mechs have issues killing players.  If it's an issue of cost making them too valuable to risk in regular skirmishes I'm all for it.

But if they arbitrarily make mech's do lesser damage to players like Anarchy Online's mechs I'll be disappointed.  It should be an issue of cost effectiveness.  Risk versus ISK IMO.
Logged

Harabeck
Hero of Sal Vitas
*****
Posts: 1730


Do, or do not. There is no 'try.'


View Profile WWW
« Reply #7 on: August 31, 2009, 09:22:58 AM »

They're made as siege weapons. You don't try to shoot a soldier 100 yards away with a howitzer.
Logged

Kole
Hero of Sal Vitas
*****
Posts: 3829


Beware my raincloud of reality!


View Profile
« Reply #8 on: August 31, 2009, 09:40:00 AM »

They're made as siege weapons. You don't try to shoot a soldier 100 yards away with a howitzer.

Huh? That's pretty much what WWI was - its called shelling and its horribly effective.

I'd warn people not to put too much trust into this translation - it was done automatically between two different families of language - slavic and romance. A manual translation between those two groups isn't easy to pull off. Somethings that were intended to be positive or inclusionary could be accidentally translated as negative or exclusionary.

Personally I couldn't make out much stuff while reading the russian interview even with the google translation to rely upon.
Logged

uh
hmmm
wha...
really?
Draconis
Honorary Citizen
****
Posts: 300


The jig's not up yet?


View Profile
« Reply #9 on: August 31, 2009, 10:02:22 AM »

Quote from: Kole
Huh? That's pretty much what WWI was - its called shelling and its horribly effective.

When crewed by skilled gunners, with the help of spotters and good communications, and against stationary or massed targets, yes artillery is the queen of battles. Smiley

If the mechs perform the role of artillery, it would fall into Kav's category of not worth using in every engagement, since the risk of losing it would not be worth its limited usefulness in a fluid battle.

Quote
...
Personally I couldn't make out much stuff while reading the russian interview even with the google translation to rely upon.

Personally, I'll rely on in game videos to determine what is actually in the game.
Logged

Cavadus
Hero of Sal Vitas
*****
Posts: 1790


Wanna join my porg?


View Profile WWW
« Reply #10 on: August 31, 2009, 10:16:42 AM »

Did anyone actually play Tabula Rasa when they released the AFS battlemechs for personal use?

How did that work?  I wonder if there's a gameplay video of it somewhere...
Logged

Harabeck
Hero of Sal Vitas
*****
Posts: 1730


Do, or do not. There is no 'try.'


View Profile WWW
« Reply #11 on: August 31, 2009, 10:38:52 AM »

Huh? That's pretty much what WWI was - its called shelling and its horribly effective.
Shelling takes place at much longer distances than 100 yards (which is just out of rifle range, maybe 50 yards would have been more obvious?). The point is, a howitzer is designed to engage at ranges no less than 10 times that amount, so using it for that kind of target would be very awkward.
Logged

Draconis
Honorary Citizen
****
Posts: 300


The jig's not up yet?


View Profile
« Reply #12 on: August 31, 2009, 11:00:24 AM »

Shelling takes place at much longer distances than 100 yards (which is just out of rifle range, maybe 50 yards would have been more obvious?). The point is, a howitzer is designed to engage at ranges no less than 10 times that amount, so using it for that kind of target would be very awkward.

Maybe we should not bother trying to relate things to RL. At one time soldiers were routinely trained to fire out to 300 m, at least in the USMC. I don't think it's been said that the mech is an indirect fire type weapon, or that they even support that type of mechanism in game.
Logged

Cavadus
Hero of Sal Vitas
*****
Posts: 1790


Wanna join my porg?


View Profile WWW
« Reply #13 on: August 31, 2009, 11:22:05 AM »

Either way, if it can destroy a building it can certainly destroy a person.  I would hope that the devs don't make battlemechs arbitrarily weak against infantry "for the sake of it."
Logged

Harabeck
Hero of Sal Vitas
*****
Posts: 1730


Do, or do not. There is no 'try.'


View Profile WWW
« Reply #14 on: August 31, 2009, 11:24:37 AM »

Either way, if it can destroy a building it can certainly destroy a person.  I would hope that the devs don't make battlemechs arbitrarily weak against infantry "for the sake of it."
Targeting a building is a lot different than targeting a soldier. The weapon you use will be different. Since it's a siege weapon, it's probably an indirect fire weapon. It's not arbitrary, it makes sense. Gives mechs their role, but don't trivialize infantry.
Logged

Pages: [1] 2 3
Print
Jump to:  

Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Masthead Studios