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Story -Emotions?
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I made it so that it only focused on two people and the information you got was based around those; obviously there was the main character but I wanted you to feel just as close to them as they are with their best friend which was the other character.
I really put thought into making it so that they seemed like sisters even though they was just best friends because to them they are sisters with or without a blood relation at all; I show that the friend is vulnerable with emotions and that your character is the tough one that takes everything head on and will always seem strong and is afraid to cry in case it seems weak etc.
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Story - Twine
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The amount of options and how much I actually wanted to write would of probably took me months, I wanted it so that you made many many choices that could either make people hate you, want to kill you, love you etc and depending on outcomes of certain scenarios depended on what things you got and how much further you went in the story.
I ended up narrowing it down a lot and the 1500 worded shorter story that I had to write I wrote about during the time where artemis pretty much kills everyone because shes angry.
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Avatar - Fantasy/Science fiction film
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One of the things I loved the most about Avatar wasn’t the characters but the scenery, I absolutely adorded it; it was beautiful in colour and rich with life and it was displayed greatly.
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The world was unknown to the lead character and it was suppose to be an alien world, much different to ours; it was filled with life and colour and it was just beautiful.
I wanted to take the scenery from this and use it to help describe scenes throughout my story.
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The Golden Compass - Insp
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The way that the familiars are involved with the world is where I took inspiration from “The Golden Compass”.
“The Golden Compass is a 2007 fantasy adventure film based on Northern Lights, the first novel in Philip Pullman's trilogy His Dark Materials. “
The film depicts the adventures of Lyra Belacqua, an orphan living in a parallel universe on a world that looks much like our own. In Lyra's world, a dogmatic ruling power called the Magisterium opposes free inquiry. Poor, orphan and Gyptian children are disappearing at the hands of a group that the children call the Gobblers. When Lyra discovers that the powerful Mrs. Coulter, who's hosting Lyra at her house, is running the Gobblers, she flees. Rescued by the Gyptians, Lyra joins them on a trip to the far North, the land of the armoured polar bears, in search of the missing children. 
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I liked the idea of having familiars and how it intwines them with animals and what not; its already a sterotype that “witches” has cats or owls and whatever because of “Harry Potter” but I wanted to make this world have familiars with any animal.
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Until Dawn - How it helped me.
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“Until Dawn” is an excellent game that makes you think that you really really impact the game and the events in the game; it has a wide option of things that the player can interactive with and do throughout the game that can alter the events of the game. For example one of the characters gets separated from the group and hears a cry for help, Thinking that it is one of her friends that had gone missing you have the option of going to the cry or regrouping with your friends. If the player goes to the cry she ends up getting slaughtered by the Wendigos (Monsters) in the game; this happens just moments after the player reads a book stating that the monsters can mimic its prey; so it also tests if the player listens and pays attention throughout the game.
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How did this game help me with my creative writing? Interactive story? 
Well. Throughout the game there are little session that pop up and basically asks what the player fears and which stuff they find more scary; depends on what the character picks depends on certain things that show up throughout the game; for example when I played I picked that I was afraid of spiders and at a really tense part of the game a spider ran across the screen and its shadow engulfed a wall; which scared the hell out of me because it was so sudden, unexpected and at a tense part of the game.
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The therapy session that play throughout the game where the therapist asks question about what the player fears, I decided to take this idea and fix a little dilemma that I had; I had so many options to play with in my story that I just couldn’t pick one. So I have put it that at the start of the story the main character is in a dream like world having a conversation with someone she doesn’t know about stuff she fears and depending on what they pick throughout the dreamlike state depends on the events that happen in the game.
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Another two things that I might take from this are the small events that don’t really impact the game but it feels like they do; such as the chances to hurt animals/ people and if the player doesn’t you don’t disrupt the natural balance etc. The other thing that I may take into consideration is the relationships between characters for example if you completely backstab a person behind their back and they find out and you ask them to do something they refuse or completely leave you alone.
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Character - Hunter Artemierus (Main character)
She has dirty blonde hair that she dyes red as she likes to be unique and stand out against the crowd this is because she already stands out from her oddly colored eyes, the right bright blue and the left is a turquoise like color (Green/Blue). She is usually bullied because of her difference and her family treats her harshly because she stands out for the wrong reasons; she rebels back with her alternative clothing and attitude. 
The characters animal depends on the way the reader interacts with certain events throughout the story.  As she does not get a animal straight away she is seen and viewed as we weak; the “Lowest of the low” and is put through hardships with friends, family etc.
Magic - Basic magic that everyone has, can manifest small amounts of water or fire, she likes testing different types of magic.
http://www.spellsofmagic.com/spells/spiritual_spells/page.html
http://www.spellsofmagic.com/spells/fantasy_spells/page.html
Personality -  ESFJ PERSONALITY (“THE CONSUL”) 
“ At their hearts, ESFJ personalities are social creatures, and thrive on staying up to date with what their friends are doing. “
https://www.16personalities.com/esfj-strengths-and-weaknesses
“ ESFJs don’t do casual flings – they need to know that their partners will always be by their sides offering unwavering support, and marriage and family are the ultimate goal.”
“ ESFJ personalities are also sensitive to the traditions of friendship, seeing the support they offer as much as a responsibility as a pleasure. “
https://www.16personalities.com/esfj-friends
Birth - November 15th (Scorpio - Water Element).
CANCER (June 22-July 22), SCORPIO (OCTOBER 23-November 21), PISCES February 19-March 20)
Emotional Star Sign.
Strengths:
Understanding
Trusting
Devoted
Forgiving
Flexible
Weaknesses:
Unstable
Prone to depression
Irrational
Gullible
Lack of self
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 Character - Ruby Robinson 
Deer Characteristics - Petite to average size, Beautiful, Elusive, Flexible, Idealistic, Inconsistent. “Skittish” - Afraid to settle down in fear of getting hurt. Shy and demure; high and strung.
Ruby is a British girl, who is friends with the main character and friends with many others; in a fight or flight situation she will pick the flight option as shes deeply afraid of being hurt and is always looking for ways to seek comfort, warmth and acceptance.
Unlike a lot of people with deers and does for animal spirits she hangs out with a lot of different animals as it gives her comfort, because of this unique reason she had been given an albino doe as her spirit animal showing her rarity as a person.
Personality - ESFP “ The Entertainer.”
“ ESFPs happily chat about just about anything or anyone that comes to mind, but won’t have a topic forced. “
“  As they grow and mature, ESFPs respect different personality types and approaches more and more.  “
https://www.16personalities.com/esfp-personality
Magic - Forest, Nature & Healing. (earth)
http://www.spellsofmagic.com/spells/health_spells/healing_spells/page.html
Spells that usually help heal the forest and nature or people the character has strong bonds with. The forest and nature magic is usual for people with creatures that reside the in the forest, but the healing aspect is a rarity.
Born - December 23rd.
This months element is earth - (TAURUS (April 20-May 20), VIRGO (August 23-September 22), CAPRICORN (December 22-January 19 are all earth months/star signs) 
Practical Star Signs
https://www.gaia.com/article/the-four-elements-finding-your-element
http://animalinyou.com/animals/deer
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Life is Strange   Major Interactive.
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This game excels on playing on the players feelings; it has multiple options throughout the game where the player can decide to do things; for example there is a student that is constantly bullied and you get a chance to write a nice message on a whiteboard outside her dorm; where there is nasty messages currently written; by doing this you make that person happier which helps later on in the game when the character tries to commit suicide and if the player plays it out correctly the character will live. 
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The game adds replayability as I previously stated a character tries to kill herself, the situation is absolutely heartbreaking and if you fail she jumps off the building; if you allow this to happen the main character blames herself and the game continues. It also keeps track of the decisions the player makes throughout the episodes so that they can be compared to other peoples. 
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The fact that the player can choose certain outcomes of the game really impacts the play-through and how the player feels whilst playing; the game has twists and turns in the story that is unexpected and even the slightest fault could cause chaos throughout it. You can interact with different types of things that be it animals, objects or people and whatever you interacts with gets noted down and could effect the game all together; Such as Kate Marsh.
She is a character that is constantly bullied throughout the game and is struggling through life problems; that the player is unaware off. You can interact with her and objects around her to make her life easier; including saving it. She helps you throughout the main story and if you save her she reveals some disturbing things and helps you further with the main story.
I think “Life Is Strange” is a wonderful, beautiful and is amazing for a game, it pulled on my heartstrings and really made me feel for the characters throughout the game; It made me reply the game for certain decisions and it made me regret doings some of them as well; I would recommended this game 100%; Because of how much I love it I ended up buying the “Life is strange: Before the storm” and played through that as well; which is equally as great.
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Co-op Flaw 5.
We already had the power cards that did stuff but since we added the animal cards it felt a little weird to have just animal cards that did nothing, so we made it that if you picked up two of the same animal you could steal the enemy team’s cards.
 There was a problem though where the team would pick up the cards but then never get the same card twice because the other team would have them and the RNG of getting the card they need from the other player was pretty much nothing; specially as we took out the steal cards.
 So to correct this we made it so that if a team collected 4 animal cards they could steal a card from the enemy team to make it a bit fairer throughout the game.
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Co-op flaw 4.
At first the players would be in a solo team and it would just be a pvp type game, but the game was suppose to have Co-op in it and with the steal cards and other type of cards that we had it wouldn’t of made sense to have them so because of that we decided to put it as a team vs team instead where the teams would consist of 2 players in each; this way the two team mates would have to work together to take down their friends or enemies!
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Co-op Flaw 3.
After fixing the problem with the power cards we realized that there was still a problem with the amount that we had, we had too little star flowers compared to the amount of evil flowers so that it left it unbalanced; so, we added in more star flower cards than the evil flowers because the evil flowers just get shuffled back into the deck after someone picks up one.  
 At first, we didn’t know if we should shuffle them back into the deck after a person picked up the evil flower but to balance it out with the star flower cards we decided that it would be fair enough that it would be.
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Co-op Flaw 2.
We had more power cards than needed. So, we had power cards that; made people skip their turn, attack the other players, shuffle the deck, take two and drop one etc. These power cards were to powerful and then made the game longer than we wanted; so, we ended up taking out the cards where people could skip their turn, attack other players and pick up two and drop one.
 This was okay for a while until people would start ending the turns on the evil flowers and it just went around in a circle; people would be stuck with only the shuffle card left and it was useless so in the end we took out the shuffle card to balance the game out again.
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Co-op flaw 1.
With just the power cards at play the game felt to quick and unfair as person would pick up the card they would need straight away and there was no way of stopping them from either winning or planning their next move against the other players. The game was to quick and imbalanced;
 So, this is when we decided to bring in a few animal cards; we decided to test the waters at first and bring in 4 types of animals and test the game, so we brought in “Kitty Cat, Deer, Fish and Owls” we only brought in two at a time as I thought that seeing as the game was supposed to be in teams of two it would be easier.
 Again, the game ended quicker than we wanted so we ended up adding the other animals in to lengthen the game which it did in the end; we kept it at 2 cards per animal so that it was fair because it was supposed to be done in teams.
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Refrences;
https://www.lostember.com/
http://www.huffingtonpost.co.uk/entry/11-extinct-animals_n_4078988#gallery/317674/11
http://www.greek-mythology-pantheon.com/artemis-diana-greek-goddess-of-mountains-forests-and-hunting/
http://www.telegraph.co.uk/travel/lists/beautiful-extinct-animals/
https://themysteriousworld.com/10-strongest-animals-in-the-world/
http://animalinyou.com/animals/snake
http://animalinyou.com/animals/owl
http://animalinyou.com/animals/deer
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Personalities - Me
www.16personalities.com
After using it as “Senua” we got told to see what ours is and below is mine with a description of what it is and who its like! 
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MEDIATOR PERSONALITY (INFP, -A/-T)
Mediator personalities are true idealists, always looking for the hint of good in even the worst of people and events, searching for ways to make things better. While they may be perceived as calm, reserved, or even shy, Mediators have an inner flame and passion that can truly shine. Comprising just 4% of the population, the risk of feeling misunderstood is unfortunately high for the Mediator personality type – but when they find like-minded people to spend their time with, the harmony they feel will be a fountain of joy and inspiration.
Being a part of the Diplomat Role group, Mediators are guided by their principles, rather than by logic (Analysts), excitement (Explorers), or practicality (Sentinels). When deciding how to move forward, they will look to honor, beauty, morality and virtue – Mediators are led by the purity of their intent, not rewards and punishments. People who share the Mediator personality type are proud of this quality, and rightly so, but not everyone understands the drive behind these feelings, and it can lead to isolation.
All that is gold does not glitter; not all those who wander are lost; the old that is strong does not wither; deep roots are not reached by the frost.
We Know What We Are, but Know Not What We May Be
At their best, these qualities enable Mediators to communicate deeply with others, easily speaking in metaphors and parables, and understanding and creating symbols to share their ideas. Fantasy worlds in particular fascinate Mediators, more than any other personality type. The strength of their visionary communication style lends itself well to creative works, and it comes as no surprise that many famous Mediators are poets, writers and actors. Understanding themselves and their place in the world is important to Mediators, and they explore these ideas by projecting themselves into their work.
Mediators have a talent for self-expression, revealing their beauty and their secrets through metaphors and fictional characters.
Mediators’ ability with language doesn’t stop with their native tongue, either – as with most people who share the Diplomat personality types, they are considered gifted when it comes to learning a second (or third!) language. Their gift for communication also lends itself well to Mediators’ desire for harmony, a recurring theme with Diplomats, and helps them to move forward as they find their calling.
Listen to Many People, but Talk to Few
Unlike their Extraverted cousins though, Mediators will focus their attention on just a few people, a single worthy cause – spread too thinly, they’ll run out of energy, and even become dejected and overwhelmed by all the bad in the world that they can’t fix. This is a sad sight for Mediators’ friends, who will come to depend on their rosy outlook.
If they are not careful, Mediators can lose themselves in their quest for good and neglect the day-to-day upkeep that life demands. Mediators often drift into deep thought, enjoying contemplating the hypothetical and the philosophical more than any other personality type. Left unchecked, Mediators may start to lose touch, withdrawing into “hermit mode”, and it can take a great deal of energy from their friends or partner to bring them back to the real world.
Luckily, like the flowers in spring, Mediator’s affection, creativity, altruism and idealism will always come back, rewarding them and those they love perhaps not with logic and utility, but with a world view that inspires compassion, kindness and beauty wherever they go.
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MEDIATOR STRENGTHS AND WEAKNESSES
Mediator Strengths
Idealistic – Mediators’ friends and loved ones will come to admire and depend on them for their optimism. Their unshaken belief that all people are inherently good, perhaps simply misunderstood, lends itself to an incredibly resilient attitude in the face of hardship.
Seek and Value Harmony – People with the Mediator personality type have no interest in having power over others, and don’t much care for domineering attitudes at all. They prefer a more democratic approach, and work hard to ensure that every voice and perspective is heard.
Open-Minded and Flexible – A live-and-let-live attitude comes naturally to Mediators, and they dislike being constrained by rules. Mediators give the benefit of the doubt too, and so long as their principles and ideas are not being challenged, they’ll support others’ right to do what they think is right.
Very Creative – Mediators combine their visionary nature with their open-mindedness to allow them to see things from unconventional perspectives. Being able to connect many far-flung dots into a single theme, it’s no wonder that many Mediators are celebrated poets and authors.
Passionate and Energetic – When something captures Mediators’ imagination and speaks to their beliefs, they go all in, dedicating their time, energy, thoughts and emotions to the project. Their shyness keeps them from the podium, but they are the first to lend a helping hand where it’s needed.
Dedicated and Hard-Working – While others focusing on the challenges of the moment may give up when the going gets tough, Mediators (especially Assertive ones) have the benefit of their far-reaching vision to help them through. Knowing that what they are doing is meaningful gives people with this personality type a sense of purpose and even courage when it comes to accomplishing something they believe in.
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