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Table of Contents
NAME OF GAME ____________________________________ ERROR! BOOKMARK NOT DEFINED.
DESIGN HISTORY __________________________________________________________________ 6
VERSION 1.10 _______________________________________________________________________ 6
VERSION 2.00 _______________________________________________________________________ 6
VERSION 2.10 _______________________________________________________________________ 6
GAME OVERVIEW __________________________________________________________________ 7
PHILOSOPHY ________________________________________________________________________ 7
Philosophical point #1 ______________________________________________________________ 7
Philosophical point #2 ______________________________________________________________ 7
Philosophical point #3 ______________________________________________________________ 7
COMMON QUESTIONS _________________________________________________________________ 7
What is the game? _________________________________________________________________ 7
Why create this game? ______________________________________________________________ 7
Where does the game take place? _____________________________________________________ 7
What do I control? _________________________________________________________________ 7
How many characters do I control? ___________________________________________________ 8
What is the main focus? _____________________________________________________________ 8
Whats different? __________________________________________________________________ 8
FEATURE SET ______________________________________________________________________ 9
GENERAL FEATURES _________________________________________________________________ 9
MULTI-PLAYER FEATURES _____________________________________________________________ 9
EDITOR ____________________________________________________________________________ 9
GAME PLAY ________________________________________________________________________ 9
THE GAME WORLD ________________________________________________________________ 10
OVERVIEW ________________________________________________________________________
WORLD FEATURE #1 ________________________________________________________________
WORLD FEATURE #2 ________________________________________________________________
THE PHYSICAL WORLD ______________________________________________________________
Overview _______________________________________________________________________
Key Locations ___________________________________________________________________
Travel _________________________________________________________________________
Scale __________________________________________________________________________
Objects _________________________________________________________________________
Weather ________________________________________________________________________
Day and Night ___________________________________________________________________
Time ___________________________________________________________________________
RENDERING SYSTEM ________________________________________________________________
Overview _______________________________________________________________________
2D/3D Rendering_________________________________________________________________
CAMERA __________________________________________________________________________
Overview _______________________________________________________________________
Camera Detail #1 ________________________________________________________________
Camera Detail #2 ________________________________________________________________
GAME ENGINE _____________________________________________________________________
Overview _______________________________________________________________________
Game Engine Detail #1 ____________________________________________________________
Water __________________________________________________________________________
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OVERVIEW ________________________________________________________________________ 51
WORLD EDITING DETAIL #1 ___________________________________________________________ 51
WORLD EDITING DETAIL #2 ___________________________________________________________ 51
EXTRA MISCELLANEOUS STUFF ___________________________________________________ 52
OVERVIEW ________________________________________________________________________ 52
JUNK I AM WORKING ON ____________________________________________________________ 53
XYZ APPENDIX __________________________________________________________________ 55
OBJECTS APPENDIX _____________________________________________________________ 55
USER INTERFACE APPENDIX ____________________________________________________ 55
NETWORKING APPENDIX ________________________________________________________ 55
CHARACTER RENDERING AND ANIMATION APPENDIX ___________________________ 55
STORY APPENDIX _______________________________________________________________ 55
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Design History
This document is the end all/be all method of recording.
The design history for this project revolves around the history of the First World War as well as its
most famous battles. This game is being produced in conjunction with the centenary of the war which
kicked off in 1914 and ended in 1918. There are currently no WWI real-time-strategy games on the market.
This game is dedicated to changing/rectifying this issue and producing an experience which both reports
and honors those who fought in the conflict.
Version 1.10
Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the
design. Here is what I changed.
1.
2.
3.
I rewrote the section about what systems the game runs on.
I incorporated feedback from the team into all parts of the design however no major changes
were made.
Just keep listing your changes like this.
Version 2.00
Version 2.00 is the first version of the design where a major revision has been made now that
much more is known about the game. After many hours of design, many decisions have been made. Most
of these large design decisions are now reflected in this document.
Included in the changes are:
1.
2.
3.
4.
Version 2.10
Version 2.10 has several small changes over that of version 2.00. The key areas are in many of the
appendixes.
Included in the changes are:
1.
2.
3.
4.
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Game Overview
Philosophy
Philosophical point #1
This game is designed to recreate the conflict which shook the war via the real-time strategy
experience/ Elements of historic battles will be included to enhance the educational benefit and realism of
the conflict. Through this experience, users can improve their understanding of trench warfare and the
innovations of industrialized warfare.
Philosophical point #2
We believe that this product is a sought after commodity among war history enthusiasts. We wish
to deliver a quality experience which truly captures the essence of trench warfare and urban combat
scenarios similar to what one would find in the Great War.
Philosophical point #3
Common Questions
What is the game?
This is a WWI real time strategy game which features conflicts and assets exclusive to the 100
year old conflict.
Why create this game?
This game is being created because we believe that no other game offers the true experience of
commanding vast armies on large scale battlefields during the WWI timeframe, therefore it is our duty to
honor the troops who served in the conflict by educating the masses on the conflict which helped morph the
world into what it is today.
Where does the game take place?
The game world takes place in Europe during the Great War era of 1914-1918. As of now, the
game will feature both the eastern and western fronts, with the east including the Russian/German front,
whilst the western front included France and Belgium.
What do I control?
The player will command an army troops respective to the battle being portrayed. He/she will
control battalions of troops and artillery while at the same time commanding the army in terms of logistical
support (the building of forts, aid stations, & barracks). They will also command an aerial division and a
tank division in auxiliary support to the ground attacking troops.
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Feature Set
General Features
Huge world
12 different armies from both the allied and central powers countries
3D graphics
32-bit color
Historical recreation of WW1 battles
Multiplayer Features
Up to 4 players with 2 on each side
Easy to find a multiplayer game
Continuous cooperative campaign modes
Can chat over voice link
Editor
Comes with world editor
Get levels from internet via DLC map packs
Leaderboards and online ranking system included
Has scenario editor which allows players to create their own battles and victory objectives
Editor is easy to use
Gameplay
Authentic WWI trench-based combat
Authentic weaponry which includes:
(Tanks, assaulting bi-planes, armored vehicles, heavy artillery, machine gunners, anti-aircraft, bayonetted
M1 Garands, gas canisters, flamethrowers, sniper towers, zeppelins, etc.)
Infantry charges with different soldier classes which include:
(General foot-based infantry, horse-based cavalry charges, artillery barrages, engineers, and mortar men.
These classes can also be upgraded to stronger classes. An example of this concept is the engineer class
which can be upgraded from barbed wiremen to grenadiers and then flame thrower wielding troops.
General infantry can be upgraded to heavier, quicker troops known as storm troopers. Each troop unit is
commanded by a field officer who possesses above average health and fighting prowess.)
The actual gameplay in the campaign mode is based on achieving tasks & objectives from real battles of
WWI. Objectives include taking a particular hill at the battle of Mons, protecting a series wiring engineers
while they repair phone lines in Belleau Wood, and capturing a trench from an opposing force of Germans
during the battle of the Somme.
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World Feature #1
This section is not supposed to be called world feature #1 but is supposed to be titled with some
major thing about the world. This is where you break down what is so great about the game world into
component pieces and describe each one.
The world is maintained to be suitable for WWI trench-based combat. This includes trenches, heavy
artillery, mounted machine guns, and auxiliary locations for upgrading structures and troops. The trenches
themselves are protected from enemy invaders by barbed wire, sand bags, and mines.
Also, there are independent structures which players can build behind trench lines, such as
barracks, tank depots, air strips and command & control centers. Barracks are available for troop spawning.
While similarly, tank depots and air strips spawn tanks and aircraft respectively. Command & control
centers serve as headquarters stations for forces; units can be upgraded and improved using these
structures.
World Feature #2
Infantry, sweeping flamethrowers, reconnaissance planes and cavalry charges with the aid of tanks
for mobile attacks are readily available for players on the attack. Defensive base measures include sniper
towers, anti-aircraft guns, heavy artillery cannons, gas canisters, and mounted machine guns. Additionally,
trenches can be fortified with structural integrity, sandbags and barbed wire to slow enemy attacks.
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Players navigate battlefields via a world map once they have been cleared during the campaign
mode.
Scale
Large scale maps will be used with low-poly soldiers to communicate the desired battlefields.
Objects
Trenches, barbed wire, craters, mounted artillery, damaged vehicles & artillery, demolished
churches & other buildings; totaled vehicles, scorched farmland, steel barricades and dead soldiers will
litter most battlefields.
See the Objects Appendix for a list of all the objects found in the world.
Weather
The weather will stay mostly at a consistent climate. The weather on the Somme will be consistent
with the July 1st timeframe during which the battle took place. The exception will likely be the battles of
Loos and Passchendaele; which will feature rainy weather. Verdun will also feature snowy weather because
of its timeframe during the winter of 1916.
Day and Night
All combat will be incurred during daytime so the player can see.
Time
Time will be consistently evolving with the field of battle, allowing the forces to accrue resources
in a fashion which is consistent with the amount of captured territory or railroad produced. This induces a
transport system which allows players to gather resources for the battle at hand.
Rendering System
Overview
The game will be rendered in full-to-scale 3D models with 6 different classes of units; (infantry,
heavy artillery, gas/flamethrowers, aircraft, engineers/wire cutters, and tanks). These units will all be
rendered in low-poly settings.
2D/3D Rendering
This game will be fully 3-D rendered in the Unity engine.
Camera
Overview
The camera will be adjustable for all sequences of combat. With sections of the map being capable
zooming in on certain parcels on the map. Additionally, areas of the map which have not yet been subject
to reconnaissance (generally via aircraft or smaller scouting units) will not be viewable to the player
outside of enemy units which ae fired on them. This will ensure that the reconnaissance is utilized, rather
than sending troops blindly to their doom.
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Camera Detail #1
The camera will be capable of zooming in and out of tight spots, thereby rendering an entire
section of the map viewable.
Camera Detail #2
The camera will also be capable of keeping a widespread view of the entire battlefield once the
dark areas have been subject to reconnaissance. Viewing the battlefield with a widespread view prior to
subjecting the entire area to reconnaissance will result in seeing only part of the battlefield with blackened
areas as a result of undiscovered land masses and structures.
Game Engine
Overview
The game engine will revolve around a troop drag and drop selecting mechanic which selects and
moves troops in real time. All unit combat upgrades, actions and movement will be available for selection
in the interface section of the HUD, (which can be seen at the bottom of the screen throughout gameplay,
along with a mini-map).
Game Engine Detail #1
The game engine will keep track of all territory gained throughout the battle, as well as resources
accrued in the HUD.
Water
Small puddles in trench holes, but nothing overly substantial outside of the occasional rainfall
during gameplay.
Collision Detection
Our game engine handles collision detection really well. It uses the technique bullet
firing/shrapnel/howitzer blast/poison gas technique and will be quite excellent. Gunshots cause players to
fall down wounded but still fight for a short while. Shrapnel and howitzer blasts instantly wipe nearby units
off the map and is effective against larger vehicles, such as tanks and planes. While poison gas causes a
green particle effect that causes foot soldiers to choke and fall before leaving the map.
Lighting Models
Overview
Describe the lighting model you are going to use and then go into the different aspects of it below.
Lighting Model Detail #1
We are using the xyz technique to light our world.
Lighting Model Detail #2
We wont be lighting the eggplants in the game because they are purple.
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Attached is a video from the 1941 film Sergeant York. It aptly depicts the struggles endured by troops
during infantry raids in WW1: https://www.youtube.com/watch?v=LmRRhxo0RHc
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Game Characters
Overview
Currently there are 4 different armies which we are planning on using in the game. There are
British, German, French, and Ottoman ground/air forces with the potential for additional nations later on.
For this current iteration of gameplay (greenlight project), we are using the British and German forces only
for the Battle of the Somme.
Creating a Character
There are currently no character customization techniques in place for this game.
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User Interface
Overview
The user interface will be positioned at the bottom of the screen and will be the main control HUB
for user interaction throughout missions. This is where players will be able to access and upgrade units,
structures, vehicles, and weapons. This is also where the budgetary system will be displayed with money
gained and spent calculated in its own box. A casualty counter will also be available for players to view. A
small mini map of the battlefield will be viewable at the bottom-left portion of the screen.
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Weapons
Overview
There are 2 different types of weapons in this game: heavy artillery and small arms. These units
can be upgraded to improve precision, damage, armament, reload and cool-down.
Weapons Details #1
This category is designated for the heavy artillery units, which will include canonized howitzers,
mounted machine parapets, and gas canister outlets. These particular units are encouraged to be upgraded
in order to enhance their in-field capabilities.
Weapons Details #2
This category is designated for small arms units such as repeater rifles, bayonets, and handguns.
Additionally, grenadier and flamethrower units are included in this category. These units can be upgraded
to empower units.
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3D Sound
Talk about what sort of sound APIs you are going to use or not use as the case may be.
Sound Design
The title screens and menus will feature music synonymous with the era at hand most of this
music is free domain since it is 100 years old, therefore obtaining the copyrights and LPs should not be an
issue. The battlefield sounds and soldier voices will all be obtained from stock resources, such as
soundboard sites. Sound effects will be imported into Unity using .WAV files, while the music files can be
imported MP3 format. The following songs have been designated for usage in the game:
Song: The Roses of Picardy
Artist: John McCormack
Link: https://www.youtube.com/watch?v=GZ87ICmR-2k
Song: Its A Long Way to Tipperary
Artist: John McCormack
Link: https://www.youtube.com/watch?v=XVM-tFAdADg
Song: Pack Up Your Troubles in Your Old Kit Bag
Artist: Reinald Werrenwrath
Link: https://www.youtube.com/watch?v=c0wycVPR_nI
Song: The Last Long Mile
Artist: Charles Hart
Link: https://www.youtube.com/watch?v=ToQTmUl_6XA
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Single-Player Game
Overview
Single player campaign will consist of a chronological romp through historical WWI documented
battles. The first battles will occur at the outset of the campaign, versus the later battles in the campaign
which occurred later on in the world.
Story
The story of the game follows the chronological map for the allies victory in WW1. Therefore, specific
battles will feature victory prompts and different winning conditions based on their historical context. Such
victory conditions for players to achieve include the Americans defeating the Germans during the MeuseArgonne offensive, the French army surviving an intensive German onslaught during the battle of Verdun,
Using the British army to halt the German advance in the battle of Mons, and other historical battles &
conflicts of the war.
Hours of Gameplay
Players will unlock certain assets of the war campaign during their march through the single
player mode. These assets include a variable set of weapons, a series of troop upgrades (such as
cavalrymen, scouts, etc.), and educational fact about specific battles in the war with the completion of each
battle.
Victory Conditions
Victory is achieved by capturing a specific objective, such as a parcel of land, an enemy trench
line, or eliminating all of the foreign troops.
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Multiplayer Game
Overview
Currently we are using a LAN based matchmaking model for P2P multiplayer games. Eventually
game specific servers will be created on a particular website to provide an online experience.
Max Players
Up to 2 players can engage in battle at one time. Both players pick opposing sides and dual until
the victory condition of the map is achieved.
Servers
Currently only LAN based battles are being utilized. Unity P2P specific servers will eventually be
utilized to convey the multiplayer experience. Attached is a link which describes the process in greater
detail: http://answers.unity3d.com/questions/488308/unity-rts-networking.html
Customization
Currently there is only a matchmaking option which allows players to pick sides; if one side is
taken, then the other must select the opposing faction.
Internet
The game will eventually be hosted on a specific P2P server which allows 2 players to engage in
the online multiplayer experience.
Gaming Sites
Describe what gaming sites you want to support and what technology you intend to use to achieve
this. Perhaps Dplay or TCP/IP or whatever. It is probably a good idea to break the tech stuff out into a
separate area, you decide. (CURRENTLY UNDETERMINED)
Persistence
The game world is obviously non-persistent due to limitations imposed by matchmaking
specifications. Also, because the game is an RTS, every new world is introduced via matchmaking
specifics and eliminated once the game is finished.
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Character Rendering
Overview
All characters will be rendered in a low-poly setting in order to enable up to 300 moving models at
one time. For the Somme tech demo we will only be using 2 sets of troop types for the battle. These are
British and German infantry soldiers. Beyond the different types of soldiers (engineers, infantry, etc.), the
soldiers will look the same but carry different weapons and tools (i.e. wire cutters and grenades for
engineers).
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Without Helmet:
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Here are some images of the .303 rifle and the J012 rifle used by the British in WW1:
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Here are some reference images for the command & control building:
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Attached below are some images for the airstrip and accompanied hangar:
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World Editing
Overview
Currently there is no option for world editing.
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$1000
$1000
Vehicles
Tanks x1:
Planes x1
$3000
$5000
Weapons
Howitzers x1
Machine gun nests x1:
$5000
$3000
General Troops:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Sight Range
Engineers:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Sight Range
o Resources used per second (for building)
o Health generated per second (for building or repairs)
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Tanks:
o
o
o
o
o
o
o
Health
Movement Speed
Attack Damage
Attack Speed
Attack Range
Sight Range
Damage Reduction/armor?
Alternatively could just be higher health
Planes:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Sight Range
Howitzers:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Attack area of effect range
Circular splash around area of impact
o Sight Range
Machine Gunner:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Area of Effect range
Semi-circle in front of machine gun
o Sight Range
Junk I am working on
Motion Capture Movelist
Standing Movelist
Running with Rifle
Aiming/shooting Rifle
Aiming/shooting Handgun
Walking with rifle
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Throwing grenade
Dying (shot)
Dying (blast)
Dying (gas)
Cover ears (post grenade/howitzer)
Take cover
Firing Howitzer
Howitzer explosion (death)
Trench Movelist
Ready standing
Over the top (running)
Throwing Grenade
Aiming rifle @ parapet
Take cover
Covered running
Aiming handgun @ parapet
Firing Machine Gun
Lying Down
Aiming rifle
Throwing grenade
Aiming handgun
Dying (shot)
Dying (blast)
Dying (gas)
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Objects Appendix
User Interface Appendix
Networking Appendix
Character Rendering and Animation Appendix
Story Appendix
Okay, thats it. I wanted to spend more time on this and really make it a great roadmap for putting
a game design together. Unfortunately it would take a ton of time and that is something that we dont have
enough of in this business. I think you get the idea anyhow. Also, dont get the impression that I think a
design should provide the information in any particular order, this just happened to be the way it fell out of
my head when I sat down. Change this template any way you want and if you feel you have improved on
it, send it back to me and I can pass it out as an alternative to anyone that asks me in the future.
Good luck and all that!
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Chris Taylor
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