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Raphael Sócrates
Tiago Ramos
P&D
Tecnologia
Projetos Nokia
Incredible Circus
Wake Woody
Mutant Eggs
Case The Incredible Circus
Conceitos Game e Level Design
Prática Level design
2D Action Game
Nokia Store, Market Place,
Android, Iphone e Facebook
QuickTime™ and a
MPEG-4 Video decompressor
are needed to see this picture.
jogo 5 estrelas
2.5 milhões de downloads
Jogo brasileiro mais baixado
Mais de 190 países
Antes | equipe de 3 pessoas
Primeira versão em 1 ano
Equipe total +30 pessoas
Concept
Elaboration
Tuning
Mostrar potencial da idéia
Convencer developers/ designers...
Mostrar gameplay
QuickTime™ and a
AVC Coding decompressor
are needed to see this picture.
Protótipo Funcional ASAP
(papel, processing, unity, flash
game maker, etc...)
QuickTime™ and a
decompressor
are needed to see this picture.
QuickTime™ and a
decompressor
are needed to see this picture.
QuickTime™ and a
decompressor
are needed to see this picture.
Desenvolvimento Ágil
Definição de features
Produção da idéia concebida
Ciclos iterativos
Eixo de camera
Timer / Pontuação
Fases muito longas & checkpoint
ou fases mais curtas
Dar ao desenvolvedor uma visão
mais clara possível da features
QuickTime™ and a
H.264 decompressor
are needed to see this picture.
Liberdade no testes de features
Escopo Fechado
Refinos e ajustes
50 builds depois
Processo
Cria objetivos, regras
XP interativa
Playcentric
Boa comunicação
Amar jogos
Visão crítica
Perfil híbrido
GDD
Métricas
Testes
QuickTime™ and a
H.264 decompressor
are needed to see this picture.
http://www.jorisdormans.nl/machinations/
Game Feedback Diagrams
Game Design Document
Circus
Application Name
Application Version
Authors
Last update
Circus
Not defined
Raphael Sócrates, Glaubert Oliveira
Aug 24, 2010
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Executive Summary
High Concept
Drag and drop
Basic Control
To pass all phases of the 3 locales (circus) to become the best circus artist of the world.
Game Goal
N900 and N8
Target Platform
OVI Customers
Target Audience
The player is a human cannonball and he has to jump around the circus passing trough of obstacles to arrive on the target.
Parachute Ninja, Doodle Jump
Comparative products
2D Action
Genre
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Elements (characters)
Pierre can be launched by elements in the phase. While he is flying he has to rotate and he collides with other phase elements. He doesn’t collide with the edge of the screen. If he
falls, he has to suffer damage and loses life depending on the height. If he falls into dangerous elements, he loses energy according to the damage of each element.
Character Behavior
Pierre is a human cannonball and he is the main character of the game. All actions in the game will happen around him.
Pierre ( Human Cannonball )
Waiting Rotating
The player can be moved trough the phase by launchers. Some launchers have to be directed by the player. This will be described further in each item behavior.
Input
Visual Design
Data
Energy: 300 (3 lives, 100 / life)
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The fire is burning all the time.
Element behavior
The fire is the less dangerous event of the game.
Fire
Burning
Elements (dangerous)
Visual Design
Data
Damage: 33
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks
Damage behavior
If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he
appears on the start phase.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The lion is static on the screen, but if Pierre falls upon it, it opens the mouth and swallows Pierre. After it swallows, it licks the lips.
Element behavior
The lion is a very dangerous element of the game.
Lion
Eating
Elements (dangerous)
Visual Design
Data
Damage: 100
If the character falls upon it once, the character loses one life and he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
Damage behavior
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The knife is thrown horizontally. The sense will depend on where the character is turned to. It will be throwing 1 knife per second.
Behavior
The knife man is a man that keeps throwing knifes. And if one knife hits Pierre, he suffers damage.
Knife Man
Elements (dangerous)
Data
Damage: 33 / knife
Draft
Damage behavior
If the character is hit and he has more energy than the damage value, the character suffers damage and changes the route.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The fire is launched during 3 seconds and can be launched horizontally, vertically, and diagonally.
Behavior
The Fireman is a fire launcher.
Fire Man
Elements (dangerous)
Data
Damage: 66
Draft
Damage Behavior
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks
If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he
appears on the start phase.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The wheel of fire can be positioned horizontally and vertically.
Behavior
Wheel of fire is a wheel that Pierre has to cross through without touching the fire.
Wheel of fire
Elements (dangerous)
Data
Damage: 66
Draft
Damage Behavior
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks
If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he
appears on the start phase.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The elastic can be pulled down by the player to launch Pierre when he is on the elastic. The elastic has to be deformed while it is pulled down.
Behavior
The elastics are the most common launchers of the game. There are two balls holding one elastic.
Elastic
Elements (launchers)
Draft
Input
The character has to rotate according to the drag position.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The wood barrel can be used just once because when it explodes the wood breaks. The barrel takes 3 seconds to explode. The direction is preset but it can be changed by the player
before the explosion. The wood barrels have just one force to launch the character.
Behavior
The wood barrels are elements that explode and launch the character.
Wood Barrel
Stopped
Elements (launchers)
Burning
The player can rotate the barrel. The limit of rotation is 90 degrees for both sides.
Input
Visual Design
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The iron barrel functions like wood barrel but the difference is that it doesn’t explode, the time for the explosion is not necessarily 3 seconds, it can be shorter. The iron barrels can
change the directions automatically before exploding.
Behavior
The Iron Barrel is a launcher that can be used many times. But the direction is automatically preset.
Iron Barrel
Elements (launchers)
Draft
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
If the player falls in the Magic Hat, he will appear in another phase point. Each Magic Hat has another Magic Hat, one to enter and another to exit.
Behavior
The Magic Hat is a door between two phase points. The player can use the Magic hat to arrive faster to the target.
Magic Hat
Elements (launchers)
Draft
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
It can be used horizontally or vertically. When the character hits the elastic bed he changes the direction keeping the speed.
Behavior
The elastic bed can be used to help the leaps. It is an elastic barrier used to sling more the jumps.
Elastic Bed
Elements (launchers)
Draft
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Gameplay
The Jump
While the player is pulling the launchers (only those that have input) a parable will appear to help on launch. The parable shows the movement path.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Gameplay
The camera will follow the human cannonball through the screen.
The camera
When the player dies the camera has to go back to the launcher point
The character had to be always on the center of the screen in the end of the
movement. The camera can have a little delay and easy in.
While the player is pulling down the elastic the camera is zooming out for
better view of the phase.
Camera move
If the game has checkpoints, the camera has to go back to the last checkpoint.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Gameplay
When the player touches or falls in any dangerous element he suffers damage. Depending on the danger he dies or just flicks and continues.
The dangers
When the player falls on the stage he can suffer different damages depending on the height. The criteria is:
The fall
The player can suffer little damages passing through fire but he can suffer big damages falling in the lion’s mouth.
Very high: damage = 100
high: damage = 66
low: damage=33
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Key Elements
The player has 3 helmets( lives ) and each life has 3 states. Considering that each helmet has 100 hp, the dangers can have a damage ranging between 33.3, 66.6, 100. So the player has
maximum 9 chances in one phase and minimum 3 chances.
Life
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Key Elements
After the phase is complete the score shows the performance. The criteria is:
Scoring
Remaining Time x 10
Remaining Lifes x 100
n Special x 500
The player can win 4 kinds of trophy: bronze, silver, gold, and diamond. The criteria for that is bellow:
Rewards
Bronze: max time, life>11%
Silver: time, life>50%
Gold: >=1 combo, min time, life 100%
Diamond: All combos, min time, life 100%
The player can publish on Facebook his score
Sharing the score
The criteria can be better discussed later
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Key Elements
The player wins when he jumps on the rope and arrives on the phase target on time.
Winning
The player fail in the phase when he loses 3 helmets (lives) before arriving on the target.
Losing
Mood Board
Mind maps
Comics
GDV
Jogar bastante
Lógica
Narrativa
Só isso?
Observação
Estratégia
Navegação
Linguagem Visual
1 - Um bom level design é fácil
de navegar.
Explícito
Implícito
Emergente
2 - Um bom level design não
depende de palavras.
3 - Um bom level design diz o
que fazer, mas não como fazer!
Aprender
Jogar
Desafiar
Surpreender
4 - Um bom level design sempre
ensina algo novo.
Montanha russa de intensidades
Left 4 Dead - Zombies
Portal 2 - Final
Dead Space 2 - Ishimura Level
5 - Um bom level design é
surpreendente.
Vida Real x Vida Virtual
Entregue a fantasia
6 - Um bom level design dá poder
ao jogador.
Crescimento da dificuldade
Riscos vs Recompensas
7 - Um bom level design é fácil,
médio e difícil.
8 - Um bom level design é eficiente.
Thomas Was Alone
Company of Heroes
9 - Um bom level design
cria emoção.
Livros -> Você imagina.
Filmes -> Você vê.
Jogos -> Você faz.
10 - Um bom level design é
conduzido por mecânicas.
CORDACORDA BOLHABOLHA
ÁREA DEÁREA DE
CORDACORDA
CORDACORDA
ESTICAESTICA
DADA
SPIKESSPIKES
NOVANOVA
DINÂDINÂ
MICAMICA
DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL
Maneiras criativas de utilizar as mecânicas do jogo
Prototipar no papel no mínimo 4 levels
com crescimento de dificuldade.
Cada participante receberá elementos
básicos e elementos específicos.
QuickTime™ and a
H.264 decompressor
are needed to see this picture.
QuickTime™ and a
H.264 decompressor
are needed to see this picture.
Hora de passar para o Editor!
Teste dos Levels
raphael.socrates@indt.org.br
tiago.ramos@indt.org.br

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Game Design Workshop - Interaction South America 2013

  • 4. Case The Incredible Circus Conceitos Game e Level Design Prática Level design
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  • 6. 2D Action Game Nokia Store, Market Place, Android, Iphone e Facebook
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  • 33. jogo 5 estrelas 2.5 milhões de downloads Jogo brasileiro mais baixado Mais de 190 países
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  • 39. Antes | equipe de 3 pessoas Primeira versão em 1 ano Equipe total +30 pessoas
  • 41. Mostrar potencial da idéia Convencer developers/ designers... Mostrar gameplay
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  • 43. QuickTime™ and a AVC Coding decompressor are needed to see this picture.
  • 44. Protótipo Funcional ASAP (papel, processing, unity, flash game maker, etc...)
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  • 52. Definição de features Produção da idéia concebida Ciclos iterativos
  • 55. Fases muito longas & checkpoint ou fases mais curtas
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  • 58. Dar ao desenvolvedor uma visão mais clara possível da features QuickTime™ and a H.264 decompressor are needed to see this picture.
  • 59. Liberdade no testes de features
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  • 65. Processo Cria objetivos, regras XP interativa Playcentric
  • 66. Boa comunicação Amar jogos Visão crítica Perfil híbrido
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  • 69. QuickTime™ and a H.264 decompressor are needed to see this picture. http://www.jorisdormans.nl/machinations/ Game Feedback Diagrams
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  • 71. Game Design Document Circus Application Name Application Version Authors Last update Circus Not defined Raphael Sócrates, Glaubert Oliveira Aug 24, 2010
  • 72. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Executive Summary High Concept Drag and drop Basic Control To pass all phases of the 3 locales (circus) to become the best circus artist of the world. Game Goal N900 and N8 Target Platform OVI Customers Target Audience The player is a human cannonball and he has to jump around the circus passing trough of obstacles to arrive on the target. Parachute Ninja, Doodle Jump Comparative products 2D Action Genre
  • 73. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Elements (characters) Pierre can be launched by elements in the phase. While he is flying he has to rotate and he collides with other phase elements. He doesn’t collide with the edge of the screen. If he falls, he has to suffer damage and loses life depending on the height. If he falls into dangerous elements, he loses energy according to the damage of each element. Character Behavior Pierre is a human cannonball and he is the main character of the game. All actions in the game will happen around him. Pierre ( Human Cannonball ) Waiting Rotating The player can be moved trough the phase by launchers. Some launchers have to be directed by the player. This will be described further in each item behavior. Input Visual Design Data Energy: 300 (3 lives, 100 / life)
  • 74. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The fire is burning all the time. Element behavior The fire is the less dangerous event of the game. Fire Burning Elements (dangerous) Visual Design Data Damage: 33 If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks Damage behavior If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
  • 75. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The lion is static on the screen, but if Pierre falls upon it, it opens the mouth and swallows Pierre. After it swallows, it licks the lips. Element behavior The lion is a very dangerous element of the game. Lion Eating Elements (dangerous) Visual Design Data Damage: 100 If the character falls upon it once, the character loses one life and he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase. Damage behavior
  • 76. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The knife is thrown horizontally. The sense will depend on where the character is turned to. It will be throwing 1 knife per second. Behavior The knife man is a man that keeps throwing knifes. And if one knife hits Pierre, he suffers damage. Knife Man Elements (dangerous) Data Damage: 33 / knife Draft Damage behavior If the character is hit and he has more energy than the damage value, the character suffers damage and changes the route.
  • 77. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The fire is launched during 3 seconds and can be launched horizontally, vertically, and diagonally. Behavior The Fireman is a fire launcher. Fire Man Elements (dangerous) Data Damage: 66 Draft Damage Behavior If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
  • 78. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The wheel of fire can be positioned horizontally and vertically. Behavior Wheel of fire is a wheel that Pierre has to cross through without touching the fire. Wheel of fire Elements (dangerous) Data Damage: 66 Draft Damage Behavior If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
  • 79. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The elastic can be pulled down by the player to launch Pierre when he is on the elastic. The elastic has to be deformed while it is pulled down. Behavior The elastics are the most common launchers of the game. There are two balls holding one elastic. Elastic Elements (launchers) Draft Input The character has to rotate according to the drag position.
  • 80. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The wood barrel can be used just once because when it explodes the wood breaks. The barrel takes 3 seconds to explode. The direction is preset but it can be changed by the player before the explosion. The wood barrels have just one force to launch the character. Behavior The wood barrels are elements that explode and launch the character. Wood Barrel Stopped Elements (launchers) Burning The player can rotate the barrel. The limit of rotation is 90 degrees for both sides. Input Visual Design
  • 81. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT The iron barrel functions like wood barrel but the difference is that it doesn’t explode, the time for the explosion is not necessarily 3 seconds, it can be shorter. The iron barrels can change the directions automatically before exploding. Behavior The Iron Barrel is a launcher that can be used many times. But the direction is automatically preset. Iron Barrel Elements (launchers) Draft
  • 82. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT If the player falls in the Magic Hat, he will appear in another phase point. Each Magic Hat has another Magic Hat, one to enter and another to exit. Behavior The Magic Hat is a door between two phase points. The player can use the Magic hat to arrive faster to the target. Magic Hat Elements (launchers) Draft
  • 83. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT It can be used horizontally or vertically. When the character hits the elastic bed he changes the direction keeping the speed. Behavior The elastic bed can be used to help the leaps. It is an elastic barrier used to sling more the jumps. Elastic Bed Elements (launchers) Draft
  • 84. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Gameplay The Jump While the player is pulling the launchers (only those that have input) a parable will appear to help on launch. The parable shows the movement path.
  • 85. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Gameplay The camera will follow the human cannonball through the screen. The camera When the player dies the camera has to go back to the launcher point The character had to be always on the center of the screen in the end of the movement. The camera can have a little delay and easy in. While the player is pulling down the elastic the camera is zooming out for better view of the phase. Camera move If the game has checkpoints, the camera has to go back to the last checkpoint.
  • 86. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Gameplay When the player touches or falls in any dangerous element he suffers damage. Depending on the danger he dies or just flicks and continues. The dangers When the player falls on the stage he can suffer different damages depending on the height. The criteria is: The fall The player can suffer little damages passing through fire but he can suffer big damages falling in the lion’s mouth. Very high: damage = 100 high: damage = 66 low: damage=33
  • 87. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Key Elements The player has 3 helmets( lives ) and each life has 3 states. Considering that each helmet has 100 hp, the dangers can have a damage ranging between 33.3, 66.6, 100. So the player has maximum 9 chances in one phase and minimum 3 chances. Life
  • 88. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Key Elements After the phase is complete the score shows the performance. The criteria is: Scoring Remaining Time x 10 Remaining Lifes x 100 n Special x 500 The player can win 4 kinds of trophy: bronze, silver, gold, and diamond. The criteria for that is bellow: Rewards Bronze: max time, life>11% Silver: time, life>50% Gold: >=1 combo, min time, life 100% Diamond: All combos, min time, life 100% The player can publish on Facebook his score Sharing the score The criteria can be better discussed later
  • 89. DEVELOPED BY THE INDT DESIGN TEAM GAME CONCEPT - INDT Key Elements The player wins when he jumps on the rope and arrives on the phase target on time. Winning The player fail in the phase when he loses 3 helmets (lives) before arriving on the target. Losing
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  • 103. Observação Estratégia Navegação Linguagem Visual 1 - Um bom level design é fácil de navegar.
  • 104. Explícito Implícito Emergente 2 - Um bom level design não depende de palavras.
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  • 106. 3 - Um bom level design diz o que fazer, mas não como fazer!
  • 107. Aprender Jogar Desafiar Surpreender 4 - Um bom level design sempre ensina algo novo.
  • 108. Montanha russa de intensidades Left 4 Dead - Zombies Portal 2 - Final Dead Space 2 - Ishimura Level 5 - Um bom level design é surpreendente.
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  • 112. Vida Real x Vida Virtual Entregue a fantasia 6 - Um bom level design dá poder ao jogador.
  • 113. Crescimento da dificuldade Riscos vs Recompensas 7 - Um bom level design é fácil, médio e difícil.
  • 114. 8 - Um bom level design é eficiente.
  • 115. Thomas Was Alone Company of Heroes 9 - Um bom level design cria emoção.
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  • 118. Livros -> Você imagina. Filmes -> Você vê. Jogos -> Você faz. 10 - Um bom level design é conduzido por mecânicas.
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  • 123. CORDACORDA BOLHABOLHA ÁREA DEÁREA DE CORDACORDA CORDACORDA ESTICAESTICA DADA SPIKESSPIKES NOVANOVA DINÂDINÂ MICAMICA DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL
  • 124. Maneiras criativas de utilizar as mecânicas do jogo
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  • 146. Prototipar no papel no mínimo 4 levels com crescimento de dificuldade.
  • 147. Cada participante receberá elementos básicos e elementos específicos.
  • 148. QuickTime™ and a H.264 decompressor are needed to see this picture.
  • 149. QuickTime™ and a H.264 decompressor are needed to see this picture.
  • 150. Hora de passar para o Editor!

Notes de l'éditeur

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