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Getting away with uninteresting artwork in atmosphere
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In Indy titles
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Is becoming increasingly more chal
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With over 8290 games launched on Steam
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1480 games launch Donuts
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It's really undeniable that you need to do everything in your power
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To stand out with a memorable looking feel
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And that's what I'm calling to stop and stare fact
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It doesn't mean your Game needs to be hyper realistic
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In fact it's quite the contrary in the indie game arena
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Some of the most memorable games with a stop and stare Factor include
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Almost childish artwork like
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Super Meat Boy
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And Untitled Goose game
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For some reason these games stood Out Among the crowd
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Not only because of the sticky core game Loop
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Previously mentioned
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Because something about the art Direction almost forced the audience to stop
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And stare
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And hopefully
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Eventually pull out their wallet
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Because we want to get your game done fast
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And ultimately secure Financial Freedom as a full-time Game Dev
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I'm going to give it to you straight
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You can achieve the stop and stare factor with some basic color theory
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Nobody proves the infinite value
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A proper color theory
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Like a pioneer of abstract art
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Wassily Kandinsky
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Kandinsky's art uses simple shapes
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Some of which look like they were drawn by a kindergartener
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Create something gorgeous
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Color theory app
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According to Kandinsky color is a power which directly influences the soul
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I'm not sure why exactly this is the case but
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It's definitely true
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Color to make your game pop
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And ultimately make it sell
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Color theory is amorphous
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Ever-changing
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Ultimately
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Its objective
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That said there are a few principles you should know about because they just work
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We're going to focus on these aspects of color theory
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First
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Let's talk about you
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Consider using colors that have
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Harmony
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Harmony can be complementary monochromatic
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Analogous
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Split complementary
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Medtronic
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You play with these types of harmonies on sessions. Edu / color calculator
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For example in my game pinstripe
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Purple and orange were my go-to colors
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This actually utilized
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The complementary Harmony
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Along with the monochromatic Harmony
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Purple and orange are opposites are complementary colors
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And also monochromatic
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And that I chose to use mainly purple
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With small popsicle Orange
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In my opinion
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Perfect split of two opposing colors
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Is actually less effective
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Catching a player's attention
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Meaning for pinstripe
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I didn't want to include 50% purple
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And 50% Orange in a single screenshot
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It was actually much more effective
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If the entire scene was bathed in a single color
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While its opposite color of orange
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Pop and small details throughout the world
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Now let's talk about saturation
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And its relationship to color theme
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In pinstripe not only did I use purple and orange is contrasting Hughes
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I extended that principle
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Decree opposing saturation
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Saturation simply means the intensity of a color
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Example ID saturated purple would be a very grayish purple
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Whereas saturated purple would be perhaps
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The color of grape soda
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Suddenly
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Because the purple is so much more desaturated in pinstripe
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Because of the highly saturated Orange
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To look much brighter and more vibrant
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Not only this
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All the world seems to have a personality
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In my case it made the game look sadder and
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Of course you don't need contrasting saturation all the time
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It's just a simple way to achieve a mood
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What time of day the temperature
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And maybe even a smell
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All right now let's talk about contrast
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And is relationship
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McCarthy
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In my experience the contrast between the highlights and shadows of your artwork
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Is actually the most debated aspect
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Color theory
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I'm Darren Aronofsky
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High contrast film Requiem for a Dream to the
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Faded
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Traumatic
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Low contrast approach
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I know this much is true
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Contrast
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Trends swing wildly from decade to decade
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In the entertainment industry
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It really depends on the current trends and also the mood you're going to go for
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If you're looking to instill a sense of
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Calm
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Sadness
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Coldness
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Consider less contrast
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Shadows and highlights
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If you'd like things to feel happy exciting and striking
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A contrast between shadows and highlights
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Can actually do the trick I found that you can use contrast
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To enhance your marketing
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But not necessarily enhance
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What I mean is
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Because viewers have about ten seconds to get excited about your game trailer
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Before they lose interest
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It's good to show the most contrasting portion
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And also potentially bump up the contrast
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In your video editing software
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High contrast might be a good idea
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Just for your screenshots as well
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What's the player actually begins playing your game
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Because I have time to actually live in your world for several hours
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It's a good idea to build an atmosphere
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And that may require you to bump down
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Otherwise they might grow sick of it
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What are the greatest games of all time inside
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Has a fairly low level of contrast between highlights and shadows
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So basically
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Contrast between light and dark in marketing
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Is generally a good idea
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While doing so in your game is not necessarily
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The case
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I feel like I was cheating you out of it
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Huge aspect
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Color theory
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I didn't tell you about gradation
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Abbreviation of color is basically when one color slowly bleeds into another
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Is actually very popular right now
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Just look at Altos Adventure
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Or the Moody almost
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Twilight World Of Night in the Woods
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The human eye naturally gravitate towards shifting color
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Simply because for most of human existence
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The majority of what we saw in the world was actually a gradation that is we saw a shift from white to Blue in a hot summer
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Sky or maybe yellow.
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Purple on a
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Brisk autumn
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Humans
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Love gradation
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It's actually what ensures your game will feel like it's in a real place
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Indicates temperature time of day
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Weather pattern
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Will they get to this further when we start making our game
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For now just know that a gradual shift from one color to another cancer your players actually feel like they are in your world
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Does forcing them to stop and stare
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Really quickly I want to talk about atmosphere
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Thomas fear is defined as
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The pervading tone or mood of a place
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Situation or work of art
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I'd argue atmosphere is actually the most important aspect of
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From a marketing perspective
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Since marketing is in my opinion the hardest aspect of game development
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It's important to focus on Crafting a unique atmosphere
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Adventures the audience stop
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Obviously there are a million atmospheres that can be created
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Some of them are more popular than others
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Common popular atmosphere that seems to sell well as the horror atmosphere
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Founded games like resin
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Evil or Outlast
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These games include Dark Shadows subtle rolling fog
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Thunder is clouds in the distance
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Riverby sound effects
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Silhouetted figures roaming
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On the opposite end of the spectrum
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Peaceful and happy atmosphere can be created with a bright blue sky
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Absolutely no fog whatsoever
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An upbeat soundtrack
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And very little Reverb
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This is founded games like Mario or Banjo-Kazooie
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It's really up to
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Going back to our discussion of inspiration
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What kind of atmosphere do you want to live in for several months to several years
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As you develop your game
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Or perhaps
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You'd like your games will elicit multiple atmosphere
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East of a feeling completely different than the last
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Atmosphere and color theory are two of the most important aspects
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I'm ensuring your game find in audio
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Once you get someone to stop and stare
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You have their attention
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And hopefully
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You just landed a sale
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