This is a presentation to help facilitators in the Playing 4 Keeps program explore the ways video games convey ideas through narrative and core mechanics.
This document outlines the various roles involved in game design, including art designers, writers, animators, lighting artists, user interface designers, and a project lead. It describes the key responsibilities of each role such as concept artists drawing early environment designs, writers creating the game's story and dialogue, animators bringing characters to life after motion capture, and a project lead overseeing the entire project from concept to promotion. The project lead for The Last of Us, Neil Druckmann, is highlighted for also writing the story and directing motion capture sessions.
The document outlines initial plans for a horror game including enemy and character ideas, level concepts, and audio elements. It then provides more details on two game ideas: a haunted mansion with a female hero and black and white graphics, and a graveyard level with a male hero. The finalized idea is an abandoned asylum setting with scary audio like screams and distorted music. Controls would include running, hiding, jumping, and attacking. A mood board is also included to influence the dark, creepy tone of the final product.
The document provides a 1-page pitch for an alien-blasting mobile game called "Alien Blaster". The game's story involves an astronaut tasked with defending Earth from an alien invasion by flying to different planets and using alien technology like an "alien blaster" to fight off enemies. Core gameplay involves tapping the screen to blast aliens as they emerge from holes on each planet-themed level. Levels increase in difficulty by adding more holes and aliens to hit. The game is targeted towards children under 13 and aims for sci-fi, kid-friendly visuals and mechanics.
This document provides details for pre-production of a video game project, including audience profile, style sheets, screenshots, sound effects, contingency planning, and health and safety considerations. The target audience is male, ages 12-16, from social grades ABC1 with achiever/emulator psychographics. Style sheets describe sprite and environment designs that are cartoony yet detailed with attention to lighting, colors, and roles of characters. Contingency planning addresses potential issues like data corruption, illness, equipment failure, and losing access to work by having backups and accessible storage. Health and safety avoids issues like back/eye/ear strain and headaches through regular breaks and safe volume, and avoids electric shock by not touching exposed cabling.
This document summarizes research conducted on the classic games Legend of Zelda: A Link to the Past and LEGO: Lord of the Rings. For Legend of Zelda, only primary research through playing the game and a questionnaire was used. For LEGO Lord of the Rings, both primary and secondary research including others' opinions and an online article were referenced. The document concludes with comparisons of enjoyment levels and best aspects of each game.
The document provides an overview of the production process for the film Shrek. It discusses the director Andrew Adamson and his role. It describes the development process including storyboarding, character design, 3D animation, and post-production. Key aspects included sculpting characters, creating 36 environments with over 28,000 trees, and the animation crew of over 50 people. The rendering hours increased dramatically for each sequel from 5 million for Shrek 1 to 46 million for Shrek 4. The film was both a critical and commercial success.
My Awesome and currently Untitled Game ProjectAlexClarkGames
The document provides an overview of an unnamed 2D game project about mining. The game would have a cartoony/chibi art style and take place in a steampunk desert town called Yellore. Players would race to find treasure using their drill machines, navigating various ground hazards, while competing against an AI opponent or other player. Character designs and location ideas are presented, along with mechanics like movement, boosts, drill speed, and enemy AI for the single player mode.
All the documents discuss how different video games use lighting techniques to create atmospheric effects. Specifically, they mention how high-key and low-key lighting is used to generate ominous or beautiful atmospheres. Shadows also play a role in making the game worlds feel realistic. Additionally, the documents discuss how the games create a sense of engagement by including character stories and gameplay mechanics that make the player feel connected to the characters. Based on the analysis, the key takeaways are incorporating time rewind mechanics, using black and white aesthetics, and focusing on character development narratives.
This document outlines the various roles involved in game design, including art designers, writers, animators, lighting artists, user interface designers, and a project lead. It describes the key responsibilities of each role such as concept artists drawing early environment designs, writers creating the game's story and dialogue, animators bringing characters to life after motion capture, and a project lead overseeing the entire project from concept to promotion. The project lead for The Last of Us, Neil Druckmann, is highlighted for also writing the story and directing motion capture sessions.
The document outlines initial plans for a horror game including enemy and character ideas, level concepts, and audio elements. It then provides more details on two game ideas: a haunted mansion with a female hero and black and white graphics, and a graveyard level with a male hero. The finalized idea is an abandoned asylum setting with scary audio like screams and distorted music. Controls would include running, hiding, jumping, and attacking. A mood board is also included to influence the dark, creepy tone of the final product.
The document provides a 1-page pitch for an alien-blasting mobile game called "Alien Blaster". The game's story involves an astronaut tasked with defending Earth from an alien invasion by flying to different planets and using alien technology like an "alien blaster" to fight off enemies. Core gameplay involves tapping the screen to blast aliens as they emerge from holes on each planet-themed level. Levels increase in difficulty by adding more holes and aliens to hit. The game is targeted towards children under 13 and aims for sci-fi, kid-friendly visuals and mechanics.
This document provides details for pre-production of a video game project, including audience profile, style sheets, screenshots, sound effects, contingency planning, and health and safety considerations. The target audience is male, ages 12-16, from social grades ABC1 with achiever/emulator psychographics. Style sheets describe sprite and environment designs that are cartoony yet detailed with attention to lighting, colors, and roles of characters. Contingency planning addresses potential issues like data corruption, illness, equipment failure, and losing access to work by having backups and accessible storage. Health and safety avoids issues like back/eye/ear strain and headaches through regular breaks and safe volume, and avoids electric shock by not touching exposed cabling.
This document summarizes research conducted on the classic games Legend of Zelda: A Link to the Past and LEGO: Lord of the Rings. For Legend of Zelda, only primary research through playing the game and a questionnaire was used. For LEGO Lord of the Rings, both primary and secondary research including others' opinions and an online article were referenced. The document concludes with comparisons of enjoyment levels and best aspects of each game.
The document provides an overview of the production process for the film Shrek. It discusses the director Andrew Adamson and his role. It describes the development process including storyboarding, character design, 3D animation, and post-production. Key aspects included sculpting characters, creating 36 environments with over 28,000 trees, and the animation crew of over 50 people. The rendering hours increased dramatically for each sequel from 5 million for Shrek 1 to 46 million for Shrek 4. The film was both a critical and commercial success.
My Awesome and currently Untitled Game ProjectAlexClarkGames
The document provides an overview of an unnamed 2D game project about mining. The game would have a cartoony/chibi art style and take place in a steampunk desert town called Yellore. Players would race to find treasure using their drill machines, navigating various ground hazards, while competing against an AI opponent or other player. Character designs and location ideas are presented, along with mechanics like movement, boosts, drill speed, and enemy AI for the single player mode.
All the documents discuss how different video games use lighting techniques to create atmospheric effects. Specifically, they mention how high-key and low-key lighting is used to generate ominous or beautiful atmospheres. Shadows also play a role in making the game worlds feel realistic. Additionally, the documents discuss how the games create a sense of engagement by including character stories and gameplay mechanics that make the player feel connected to the characters. Based on the analysis, the key takeaways are incorporating time rewind mechanics, using black and white aesthetics, and focusing on character development narratives.
The document outlines initial plans for developing a video game. It discusses ideas for centering the game around a familiar sport like football to make it easy to understand. It also notes the game should catch the audience's attention through interactivity, loud noises and flashing images to entertain them. A mind map further develops a horror game idea that will intrigue and engage the intended audience through research on what they like. It plans to use dark colors, eerie music, sudden sound effects, a main character and side characters to create an atmospheric horror experience for the audience. A mood board analysis finds repetition in dark colors and pixel art styles that will influence the final product's art style and setting to achieve the desired horror tone.
This document discusses different graphical styles used in video games including photorealistic, cel shaded, and exaggerated styles. It focuses on photorealism and cel shading, explaining that photorealism aims to make games look as realistic as possible by including details like scars, blood, and hair. Cel shading, on the other hand, makes 3D models look like hand drawn artwork to give games like Mario, Zelda, and Dragon Ball Z a stylized, non-realistic look. The document provides examples of games using each style and notes that while photorealism enhances realism, it requires more disk space.
Benjamin Wincup has initial plans for four turn-based shoot and loot mobile games inspired by Hotline Miami. The first game is called Loot and Chute, where players steal from a plane and jump out with the loot. The second is a puzzle maze called Crypt Assailant set in a desert tomb. The third is called Trench Siege where players run through no man's land into the enemy trench. The mood board shows imagery of planes, money, guns, and masks to represent stealing loot from a plane, aimed at a male audience aged 18-30 from a lower middle class.
The document analyzes several existing video game products and their use of lighting, sound, and character/story elements to create atmosphere and engage audiences. It notes that the games use high-key and low-key lighting to create contrasting atmospheres and shadows that make the worlds feel realistic. The games also aim to attach audiences to characters by giving them storylines and making them feel important to players. The analysis concludes that it will incorporate concepts like time rewind from Life is Strange and the use of black and white from Limbo to create mystery in its own project.
The document analyzes several existing video game products and their use of lighting, sound, and character/story elements to create atmosphere and engage audiences. It notes that the games use high-key and low-key lighting to create contrasting atmospheres and shadows that make the worlds feel realistic. The games also aim to attach audiences to characters by giving them storylines and making them feel important to players. The analysis concludes that it will incorporate concepts like time rewind from Life is Strange and the use of black and white from Limbo to create mystery in its own project.
Chelsea Kierans created a Photoshop file to develop the background for her game, drawing clouds on separate layers for consistency. She then drew identical men that her alien character would kill, placing each on its own layer to allow for flashing and disappearing at different times. Finally, she drew her alien character and brought the game to life by adding animation through moving frames and characters, choosing background music to add through Premier before exporting the completed game.
This document discusses different types of computer game graphics, including pixel art, concept art, texture art, background graphics, and print media art. Pixel art uses raster graphics to edit images at the pixel level and was commonly used in older and limited games. Concept art conveys visual designs before a product is finalized. Texture art simulates or creates actual surface textures. Background graphics integrate sprites, or 2D images, into larger game scenes. Print media art, like box covers and packaging, aims to attract customers through eye-catching and concept artwork related to the game.
The document discusses four different artistic styles used in computer games: photorealism, cel shading, abstraction, and exaggeration. Photorealism aims to make games look as realistic as possible, while cel shading mimics comics and cartoons. Abstraction uses minimal elements that are not meant to represent anything specific, like Tetris. Exaggeration is used in anime and manga games to make characters and scenes more over-the-top for a fun effect.
The document provides research on three video games: Dragon Age, Age of Empires II, and Dante's Inferno. For each game, it describes the title, publisher, system, genre, release date, graphical style, and includes an evaluation, collage, and review section. The evaluations describe how the graphical styles support each game's genre. The collages and reviews explain how aspects of the games could inform the design of the student's own cel-shaded game.
The document outlines Georgina Whiteley's initial plans for a 2D side-scrolling game. It includes ideas for characters (e.g. 4 main characters in unique colors), settings (e.g. castle, forest, field), and actions (e.g. running, jumping, puzzles). Georgina maps out the game's progression over multiple levels and considers gameplay elements like enemies, obstacles, and lives. She shares mood board research featuring inspiration for the forest, cave, and field settings as well as monster and character designs. Finally, Georgina outlines a 5-week schedule to develop animations, environments, the title screen, and evaluate her final product.
The document summarizes and analyzes research on existing side-scrolling and top-down video games. It describes common features across multiple games such as simple colors with little shading, side or top-down viewing angles, and an absence of complex shadows due to the simplistic designs. The research will inform the development of the author's own game, which will be played from the side view, use simple textures, and omit shadows to match the retro, low-fidelity style of the analyzed reference games.
The document discusses color palettes and schemes that can be used in game design. It explains that a color palette consists of a predefined set of colors based on specific rules, though traditionally there are five colors. There are four main color schemes: analogous uses adjacent colors on the color wheel, complementary uses opposite colors, monochromatic uses shades of a single color, and custom restricts colors to a specific ring. The document advises choosing color schemes based on the game's theme to convey mood, like using dark colors for a horror game. It also mentions mood boards and concept art help define the artistic vision and allow revising assets before creating them in-game. Students are instructed to create pages in a PowerPoint for mood boards
The document outlines Daniel Firth's initial plans for a video game project based on the musical "We Will Rock You". It includes ideas for the game such as a side-scrolling or above-view style, cutscenes that are affected by player choices, and playable characters from the musical. Mind maps show additional ideas for the gameplay, aesthetics using dark colors, and a skill tree. A mood board analyzes repeated elements that will influence the final product. A schedule outlines the production process over 5 weeks, and a bibliography lists 7 sources for audience research, inspiration and planning.
MAAA363 Digital Illlustration and ProductionChromonaut
Salvador Hernandez Jr's digital illustration and production works include:
1) A faux commercial storyboard for Google depicting a poor man helped by an angel using Google.
2) Color and greyscale storyboards for the Google commercial depicting the visual style and lighting.
3) A midterm artwork depicting the inner workings of the artist's head, ideals, and fears through symbols.
The document analyzes trailers and gameplay for existing video games including Portal 2, Little Nightmares, Tetris, and Heartbound. It notes several common design features across the products: characters are brighter than darkened backgrounds to make them easily visible, there is a noticeable difference or contrast, and the games provide detailed backgrounds to show players their location. The research indicates these elements will be included in the author's own work, specifically bright character design, color differences, and detailed backgrounds.
The document provides an analysis of the soundtrack from the game Sonic Adventure 2 Battle. It describes the setting, mood, genre, narrative, and specific soundtrack elements from time stamps in the audio. Production techniques used include a typewriting sound, upbeat keyboard and trumpet music, footsteps sounds, and suggestions to add echo and distance effects to improve immersion.
The document discusses the development of a video game called "Contrast" that will explore multiple genres by having each level showcase a different genre through gameplay, music, and visuals. It will have a wide target demographic and will be challenging to develop due to its ambitious scope. The development team consists of 6 people with different roles and skills who will use various programs like Game Maker, Reaper, and Photoshop to create the game's code, sounds, sprites, and cutscenes.
The document provides details on the initial plans and mood boards for an animation project to create a video game environment. Key influences discussed include Undertale for its compelling narrative and characters, The Witcher 3 for its skill in visually representing environments, and Pixels for its creative idea of having video game characters spawn into the real world. The mood boards focus on outdoor landscapes and will be used to inspire unique environments for the game world.
Pixel art is created pixel by pixel, making it time-consuming but allowing for high quality works. Concept art illustrates visual ideas to show what the final product will look like. Texture art conveys what surfaces may feel like to make the work more realistic. Background graphics set the environment for game levels or add depth to interfaces. Print media art packages the game and merchandise like posters to effectively promote titles.
The document outlines initial plans for developing a video game. It discusses ideas for centering the game around a familiar sport like football to make it easy to understand. It also notes the game should catch the audience's attention through interactivity, loud noises and flashing images to entertain them. A mind map further develops a horror game idea that will intrigue and engage the intended audience through research on what they like. It plans to use dark colors, eerie music, sudden sound effects, a main character and side characters to create an atmospheric horror experience for the audience. A mood board analysis finds repetition in dark colors and pixel art styles that will influence the final product's art style and setting to achieve the desired horror tone.
This document discusses different graphical styles used in video games including photorealistic, cel shaded, and exaggerated styles. It focuses on photorealism and cel shading, explaining that photorealism aims to make games look as realistic as possible by including details like scars, blood, and hair. Cel shading, on the other hand, makes 3D models look like hand drawn artwork to give games like Mario, Zelda, and Dragon Ball Z a stylized, non-realistic look. The document provides examples of games using each style and notes that while photorealism enhances realism, it requires more disk space.
Benjamin Wincup has initial plans for four turn-based shoot and loot mobile games inspired by Hotline Miami. The first game is called Loot and Chute, where players steal from a plane and jump out with the loot. The second is a puzzle maze called Crypt Assailant set in a desert tomb. The third is called Trench Siege where players run through no man's land into the enemy trench. The mood board shows imagery of planes, money, guns, and masks to represent stealing loot from a plane, aimed at a male audience aged 18-30 from a lower middle class.
The document analyzes several existing video game products and their use of lighting, sound, and character/story elements to create atmosphere and engage audiences. It notes that the games use high-key and low-key lighting to create contrasting atmospheres and shadows that make the worlds feel realistic. The games also aim to attach audiences to characters by giving them storylines and making them feel important to players. The analysis concludes that it will incorporate concepts like time rewind from Life is Strange and the use of black and white from Limbo to create mystery in its own project.
The document analyzes several existing video game products and their use of lighting, sound, and character/story elements to create atmosphere and engage audiences. It notes that the games use high-key and low-key lighting to create contrasting atmospheres and shadows that make the worlds feel realistic. The games also aim to attach audiences to characters by giving them storylines and making them feel important to players. The analysis concludes that it will incorporate concepts like time rewind from Life is Strange and the use of black and white from Limbo to create mystery in its own project.
Chelsea Kierans created a Photoshop file to develop the background for her game, drawing clouds on separate layers for consistency. She then drew identical men that her alien character would kill, placing each on its own layer to allow for flashing and disappearing at different times. Finally, she drew her alien character and brought the game to life by adding animation through moving frames and characters, choosing background music to add through Premier before exporting the completed game.
This document discusses different types of computer game graphics, including pixel art, concept art, texture art, background graphics, and print media art. Pixel art uses raster graphics to edit images at the pixel level and was commonly used in older and limited games. Concept art conveys visual designs before a product is finalized. Texture art simulates or creates actual surface textures. Background graphics integrate sprites, or 2D images, into larger game scenes. Print media art, like box covers and packaging, aims to attract customers through eye-catching and concept artwork related to the game.
The document discusses four different artistic styles used in computer games: photorealism, cel shading, abstraction, and exaggeration. Photorealism aims to make games look as realistic as possible, while cel shading mimics comics and cartoons. Abstraction uses minimal elements that are not meant to represent anything specific, like Tetris. Exaggeration is used in anime and manga games to make characters and scenes more over-the-top for a fun effect.
The document provides research on three video games: Dragon Age, Age of Empires II, and Dante's Inferno. For each game, it describes the title, publisher, system, genre, release date, graphical style, and includes an evaluation, collage, and review section. The evaluations describe how the graphical styles support each game's genre. The collages and reviews explain how aspects of the games could inform the design of the student's own cel-shaded game.
The document outlines Georgina Whiteley's initial plans for a 2D side-scrolling game. It includes ideas for characters (e.g. 4 main characters in unique colors), settings (e.g. castle, forest, field), and actions (e.g. running, jumping, puzzles). Georgina maps out the game's progression over multiple levels and considers gameplay elements like enemies, obstacles, and lives. She shares mood board research featuring inspiration for the forest, cave, and field settings as well as monster and character designs. Finally, Georgina outlines a 5-week schedule to develop animations, environments, the title screen, and evaluate her final product.
The document summarizes and analyzes research on existing side-scrolling and top-down video games. It describes common features across multiple games such as simple colors with little shading, side or top-down viewing angles, and an absence of complex shadows due to the simplistic designs. The research will inform the development of the author's own game, which will be played from the side view, use simple textures, and omit shadows to match the retro, low-fidelity style of the analyzed reference games.
The document discusses color palettes and schemes that can be used in game design. It explains that a color palette consists of a predefined set of colors based on specific rules, though traditionally there are five colors. There are four main color schemes: analogous uses adjacent colors on the color wheel, complementary uses opposite colors, monochromatic uses shades of a single color, and custom restricts colors to a specific ring. The document advises choosing color schemes based on the game's theme to convey mood, like using dark colors for a horror game. It also mentions mood boards and concept art help define the artistic vision and allow revising assets before creating them in-game. Students are instructed to create pages in a PowerPoint for mood boards
The document outlines Daniel Firth's initial plans for a video game project based on the musical "We Will Rock You". It includes ideas for the game such as a side-scrolling or above-view style, cutscenes that are affected by player choices, and playable characters from the musical. Mind maps show additional ideas for the gameplay, aesthetics using dark colors, and a skill tree. A mood board analyzes repeated elements that will influence the final product. A schedule outlines the production process over 5 weeks, and a bibliography lists 7 sources for audience research, inspiration and planning.
MAAA363 Digital Illlustration and ProductionChromonaut
Salvador Hernandez Jr's digital illustration and production works include:
1) A faux commercial storyboard for Google depicting a poor man helped by an angel using Google.
2) Color and greyscale storyboards for the Google commercial depicting the visual style and lighting.
3) A midterm artwork depicting the inner workings of the artist's head, ideals, and fears through symbols.
The document analyzes trailers and gameplay for existing video games including Portal 2, Little Nightmares, Tetris, and Heartbound. It notes several common design features across the products: characters are brighter than darkened backgrounds to make them easily visible, there is a noticeable difference or contrast, and the games provide detailed backgrounds to show players their location. The research indicates these elements will be included in the author's own work, specifically bright character design, color differences, and detailed backgrounds.
The document provides an analysis of the soundtrack from the game Sonic Adventure 2 Battle. It describes the setting, mood, genre, narrative, and specific soundtrack elements from time stamps in the audio. Production techniques used include a typewriting sound, upbeat keyboard and trumpet music, footsteps sounds, and suggestions to add echo and distance effects to improve immersion.
The document discusses the development of a video game called "Contrast" that will explore multiple genres by having each level showcase a different genre through gameplay, music, and visuals. It will have a wide target demographic and will be challenging to develop due to its ambitious scope. The development team consists of 6 people with different roles and skills who will use various programs like Game Maker, Reaper, and Photoshop to create the game's code, sounds, sprites, and cutscenes.
The document provides details on the initial plans and mood boards for an animation project to create a video game environment. Key influences discussed include Undertale for its compelling narrative and characters, The Witcher 3 for its skill in visually representing environments, and Pixels for its creative idea of having video game characters spawn into the real world. The mood boards focus on outdoor landscapes and will be used to inspire unique environments for the game world.
Pixel art is created pixel by pixel, making it time-consuming but allowing for high quality works. Concept art illustrates visual ideas to show what the final product will look like. Texture art conveys what surfaces may feel like to make the work more realistic. Background graphics set the environment for game levels or add depth to interfaces. Print media art packages the game and merchandise like posters to effectively promote titles.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
6. Video Games
Communication with:
• Sound Effects
• Music
• Tone of Voice
• Dialogue
• Characters’ Gestures
• Characters’ Facial
Expressions
• Camera Angles
• CORE MECHANICS
7.
8.
9.
10. Now You Try
•Log in to Gamestar Mechanic
•Go to the Toolbox
•Either Make or Modify a game to express
an idea - Save the Game
•Then change the game
so it expresses
a different idea
11. If you need examples, take a look at:
• http://www.playing4keeps.org/page/multimedia-1
• Find the heading: Workshop 7
• Click on:
• Time = Money
• Glass Ceiling