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I Negramaro sono un gruppo musicale pop rock italiano formatosi nel 2000.

Il gruppo trae il nome dal Negroamaro, un vitigno della terra d'origine della band, il Salento, in Puglia.

La band è formata da sei componenti: Giuliano Sangiorgi (voce, chitarra, pianoforte), Emanuele Spedicato (chitarra), Ermanno Carlà (basso), Danilo Tasco (batteria), Andrea Mariano (pianoforte, tastiera, sintetizzatore) e Andrea De Rocco (campionatore).

Storia del gruppo

Gli esordi (2000-2004)
Il gruppo è stato fondato nel 2000 a Copertino da Sangiorgi, Carlà e Spedicato, a cui si sono presto aggiunti, nell'agosto dello stesso anno, Mariano, De Rocco e Tasco. A due mesi dalla fondazione registrano un demo contenente i brani Es-senza, Gravido, Non scappo più, Astolfo e la rivisitazione di Amarsi un po''' di Lucio Battisti; successivamente tengono svariate esibizioni dal vivo, diventano ben presto un fenomeno emergente del circuito alternativo.

Nel 2001 la band entra nel novero dei dieci finalisti del concorso Brand: New Talent di MTV e nello stesso anno si aggiudica la vittoria del Tim Tour, culminato con un concerto pubblico a Palermo.

Nel giugno 2002 i Negramaro pubblicano l'EP 000577, composto da tre inediti e una traccia video, e al termine dell'anno ottengono un contratto discografico con la Sugar, etichetta guidata da Caterina Caselli. Il primo album dei Negramaro, dal titolo omonimo, è stato pubblicato nel 2003, venendo anticipato il 7 febbraio dal singolo Solo.

L'anno successivo è stata la volta del secondo album in studio 000577, con il quale il gruppo comincia ad affermarsi nel circuito mainstream. L'album vede la produzione di Corrado Rustici in alcuni brani: è l'inizio di una collaborazione artistica che si ripeterà per Mentre tutto scorre (2005) e La finestra (2007).

A conferma delle esibizioni dal vivo del gruppo rock salentino, i Negramaro partecipano, negli anni, a tutti i principali festival italiani, come il concerto del Primo Maggio, l'Heineken Jammin' Festival, il Meeting etichette indipendenti di Faenza, l'Arezzo Wave e l'MTV Day.

Giuliano Sangiorgi, frontman del gruppo, oltre a comporre tutti i brani dei Negramaro, è autore e compositore per altri: scrive per Andrea Bocelli Le parole che non ti ho detto nel 2004. In seguito duetta con Dolores O'Riordan in Senza fiato (2007), le cui musiche sono di Paolo Buonvino e compone musica e testo di Come foglie (2009), cantata da Malika Ayane.

 Sanremo e Mentre tutto scorre (2004-2006)
Il terzo album dei Negramaro Mentre tutto scorre (2005) è quello della conferma: il primo singolo Mentre tutto scorre vince il "Premio della Sala Stampa Radio & TV" alla 55ª edizione del Festival di Sanremo (nonostante il mancato passaggio alla finale nella categoria Giovani) ed è il tema principale del film La febbre di Alessandro D'Alatri, che sceglie otto brani tratti dal nuovo album dei Negramaro per la colonna sonora del film.

I Negramaro manifestano un rapporto privilegiato con il cinema, chiamando Silvio Muccino a dirigere il videoclip di Estate (dall'album Mentre tutto scorre), ospitando l'attrice Valeria Solarino in Solo3min (dallo stesso album) ed offrendo la regia per L'immenso (dall'album La finestra) a Dario Baldi, in co-regia con Giuliano Sangiorgi.

Il singolo Mentre tutto scorre rimane per 20 settimane nella classifica dei singoli più venduti in Italia. Alla 42ª edizione del Festivalbar (2005) vincono il "Premio rivelazione italiana" con il brano Estate, secondo singolo estratto dall'album. Il terzo singolo estratto è Solo3min che entra nella classifica dei brani più scaricati nel 2006 in Italia. Alla 43ª edizione del Festivalbar vincono il "Premio Best Performer" con il brano Nuvole e lenzuola, quarto singolo estratto.

L'album Mentre tutto scorre vince il Premio Lunezia per il suo valore musical-letterario e rimane per 89 settimane consecutive nella classifica dei dischi più venduti in Italia, diventando disco di diamante.

 La finestra e San Siro Live (2006-2009)

Tra gennaio ed aprile del 2007 i Negramaro si trasferiscono negli Stati Uniti per seguire la produzione del nuovo album. L'8 giugno 2007 viene pubblicato l'album La finestra: il disco, registrato al Plant Studios di San Francisco e masterizzato allo Sterling Sound di New York, è prodotto da Corrado Rustici e arrangiato da Rustici e i Negramaro. I testi e le musiche sono di Giuliano Sangiorgi.La finestra è un album di quattordici brani tra sonorità rock, melodie ispirate alla grande tradizione cantautorale italiana, spunti elettronici e testi visivi, che disegnano immagini, metafore per indagare un disagio sociale e personale in maniera non esplicita. Il primo singolo estratto è Parlami d'amore che rimane 28 settimane consecutive nella classifica dei singoli più venduti in Italia ed entra nella classifica dei brani più scaricati nel 2007 in Italia. La finestra entra direttamente al primo posto nella classifica dei dischi più venduti in Italia e ci resta per 3 settimane consecutive. L'album, in meno di quattro mesi, è già disco di platino con oltre 120.000 copie vendute. L'album rimane per più di 90 settimane in classifica e riceve il disco di diamante.

Il rapporto speciale dei Negramaro con il cinema si esprime questa volta in un vero e proprio film: a fine agosto del 2007 presentano il rockumentary Dall'altra parte della luna alla 64ª Mostra internazionale d'arte cinematografica di Venezia nella sezione "Orizzonti".
Il film, per la regia di Dario Baldi e Davide Marengo, racconta la storia di un sogno di sei ragazzi che, nel giro di pochi anni, grazie a talento e passione, dalla cantina dove suonavano in provincia di Lecce si trovano a registrare il nuovo album La finestra al Plant Studios di San Francisco.

Alla 44ª e ultima edizione del Festivalbar (2007) i Negramaro diventano i vincitori assoluti con il brano Parlami d'amore. A ottobre il nuovo successo radiofonico è L'immenso, che va ai vertici della classifica dei brani più trasmessi dalle radio.
Il terzo singolo estratto è il brano Cade la pioggia nato dalla collaborazione tra i Negramaro e Jovanotti. Nel 2008 i Negramaro vincono il Premio Lunezia per il valore Musical-Letterario del brano Via le mani dagli occhi, quarto singolo estratto.

Il 31 maggio 2008 si esibiscono in un concerto-evento allo stadio di San Siro cui assistono 38.000 persone. Dopo questo concerto viene pubblicato il CD + DVD San Siro Live che raggiunge la posizione numero 4 nella Classifica FIMI Album e riceve il disco di platino vendendo più di 80.000 copie.

Significative anche le collaborazioni con il mondo del cinema: i Negramaro, infatti, firmano la colonna sonora di apprezzate produzioni cinematografiche quali La febbre di Alessandro D'Alatri, Cemento armato (2007) dove Sangiorgi duetta con Dolores O'Riordan, Una notte blu cobalto (2009) di Daniele Gangemi, Italians (2009) di Giovanni Veronesi e Vallanzasca - Gli angeli del male (2010), film diretto da Michele Placido che narra le vicende del bandito milanese Renato Vallanzasca.

 Casa 69 e l'intervento a Giuliano Sangiorgi (2009-2011)

Il quinto album dei Negramaro, dal titolo Casa 69, è stato pubblicato il 16 novembre 2010, anticipato dal singolo Sing-hiozzo, reso disponibile il 22 ottobre. Il gruppo ha presentato attraverso il proprio sito ufficiale ed attraverso il proprio canale YouTube alcune anticipazioni audio di alcune delle tracce strumentali che faranno parte dell'album. Il nuovo lavoro è stato infatti inciso presso i Metalwork Studios di Toronto, con la produzione di David Bottrill (produttore anche dei Muse e dei Placebo).

Nel febbraio 2011 il gruppo è costretto ad annullare i propri impegni, compresa la partenza del Casa 69 Tour, prevista per il mese successivo, a causa di un delicato intervento alle corde vocali al quale ha dovuto sottoporsi il cantante Giuliano Sangiorgi, che ha reso necessario un lungo periodo di riabilitazione. Per questo motivo, la partenza del tour è stata rimandata all'autunno successivo.
Il 1º marzo 2011 esce Aspetto lei il brano inedito che la band ha deciso di regalare ai fan per ringraziarli dell'affetto e della vicinanza dimostrata in seguito all'annuncio dell'intervento al quale ha dovuto sottoporsi Giuliano, seguito da una lettera dello stesso Sangiorgi sul sito ufficiale dei Negramaro.

Il 9 settembre 2011 viene pubblicato in rotazione radiofonica un ulteriore singolo tratto da Casa 69, Io non lascio traccia. Il 1º ottobre 2011 incomincia il Casa 69 Tour, durato fino al maggio 2012.

 Una storia semplice (2012-2014)
Il 21 settembre 2012 è stato distribuito il nuovo singolo Ti è mai successo?, primo estratto dalla raccolta di successi dei primi dieci anni di carriera dei Negramaro, chiamata Una storia semplice e pubblicata il 6 novembre 2012. Dopo tre settimane dall'uscita, il disco viene certificato disco d'oro dalla FIMI e a fine dicembre disco di platino per le oltre 60.000 copie vendute. Il gruppo ha partecipato, il 22 settembre 2012, al concerto Italia Loves Emilia per i terremotati dell'Emilia-Romagna. Nel 2013 hanno scelto alcuni brani mandati da esordienti, i brani di Mattia Secondi, Luca Salzano e Maria Graziani. A seguito vengono annunciate due date italiane, una allo stadio San Siro di Milano e l'altra allo stadio Olimpico di Roma e per la prima volta alcune date europee tra cui una data al festival Hard Rock Calling di Londra. L'11 maggio 2013 si esibiscono in chiusura al concerto organizzato da Radio Italia in Piazza del Duomo a Milano. Il 16 novembre 2013 partirà dal Mediolanum Forum un tour di 12 date denominato Una storia semplice Tour 2013. Dopo Ti è mai successo?, dall'album sono stati estratti anche i singoli Sole, Una storia semplice e Sei.

Il 15 aprile 2014 viene pubblicato il singolo Un amore così grande 2014, brano originariamente composto da Guido Maria Ferilli e interpretato da Claudio Villa nel 1976 e scelto come canzone della nazionale di calcio dell'Italia per i mondiali del 2014. A questa pubblicazione è seguito Un amore così grande Tour 2014, partito il 5 luglio 2014 da Cattolica e composto da nove date.

 La rivoluzione sta arrivando (2015-2016)
Il 24 aprile 2015, a sorpresa, viene pubblicato su iTunes un singolo inedito, intitolato Sei tu la mia città. Il brano anticipa il sesto album di inediti della band e il La rivoluzione sta arrivando Tour 2015 ad esso correlato. Ad agosto viene annunciato sia il titolo ufficiale del nuovo album, La rivoluzione sta arrivando, che la pubblicazione di un secondo singolo da esso estratto, intitolato Attenta e pubblicato il 7 agosto 2015. La rivoluzione sta arrivando viene invece pubblicato dalla Sugar Music il 25 settembre, debuttando come i precedenti due album di inediti e la raccolta Una storia semplice direttamente al primo posto della Classifica FIMI Album. Il terzo singolo estratto dall'album, Il posto dei santi, viene pubblicato nel novembre 2015. Nel corso del 2016 vengono pubblicati come singoli anche L'amore qui non passa, Tutto qui accade e Lo sai da qui.

Il 4 novembre parte con la data zero di Mantova il La rivoluzione sta arrivando Tour 2015, che toccherà con diversi sold out i principali palazzetti dello sport italiani.

 La breve crisi e Amore che torni (2017-2019)
Dopo alcune incomprensioni e aspri confronti avuti in studio, il gruppo decide di sciogliersi e Sangiorgi si trasferisce momentaneamente a New York. Una volta tornato in Italia, ricontatta Andrea Mariano e gli presenta una demo, mentre il tastierista gli rivela che presto diventerà padre di una bambina di nome Bianca. I due si riuniscono con gli altri quattro componenti diverse volte, e ritrovata la volontà di lavorare nuovamente insieme i Negramaro si accordano con la Sugar Music per un rinnovo di contratto e per la produzione di un nuovo album. Il gruppo in questo periodo non comunica alcuno di detti avvenimenti, se non nel novembre 2017.

Il 14 settembre 2017 viene annunciato il settimo album Amore che torni, pubblicato il 17 novembre dalla Sugar Music. Il singolo che lo ha anticipato è stato Fino all'imbrunire, pubblicato il 6 ottobre 2017 per il download digitale.

La promozione dell'album è proseguita con un tour nazionale e con la pubblicazione dei singoli La prima volta (19 gennaio 2018) e Amore che torni (8 giugno).

Nel settembre 2018 il chitarrista Lele Spedicato è stato colpito da un'emorragia cerebrale, portando i Negramaro a posticipare il tour tra febbraio e marzo 2019.

Nella prima data del tour, svoltasi a Rimini il 14 febbraio 2019, il gruppo ha portato al debutto Cosa c'è dall'altra parte, dedicato a Spedicato, apparso a sorpresa sul palco durante l'esecuzione del brano. Il singolo è stato pubblicato il giorno seguente per il download digitale.

 Contatto (2020-presente)
Il 13 novembre 2020 il gruppo ha pubblicato l'ottavo album Contatto, anticipato un mese prima dal singolo omonimo. Tra i dodici brani in esso presenti vi è anche Non è vero niente, realizzato in collaborazione con la cantante Madame.

Nel 2021 hanno aperto la terza serata del 71º Festival di Sanremo eseguendo 4/3/1943 di Lucio Dalla e Meraviglioso. Nel mese di settembre hanno reso disponibile il singolo inedito Ora ti canto il mare.

Il 30 settembre 2022 è partita la tournée Unplugged European Tour 2022, che ha visto il gruppo esibirsi inizialmente in Italia fino il 13 novembre e in seguito anche in alcune città europee tra il 21 novembre e il 10 dicembre.

 Formazione
 Giuliano Sangiorgi – voce, chitarra, pianoforte
 Emanuele "Lele" Spedicato – chitarra
 Ermanno Carlà – basso
 Andrea "Andro" Mariano – pianoforte, tastiera, sintetizzatore
 Andrea "Pupillo" De Rocco – campionatore, organetto, cori
 Danilo Tasco – batteria, percussioni

 Discografia

 Album in studio
 2003 – Negramaro 2004 – 000577 2005 – Mentre tutto scorre 2007 – La finestra 2010 – Casa 69 2015 – La rivoluzione sta arrivando 2017 – Amore che torni 2020 – Contatto Album dal vivo
 2008 – San Siro Live Raccolte
 2012 – Una storia semplice Filmografia
 2007 – Dall'altra parte della luna (documentario)
 2019 – L'anima vista da qui'' (documentario, regia di Gianluca Grandinetti)

Note

Bibliografia

Altri progetti

Collegamenti esterni

Artisti alla posizione numero 1 della classifica singoli italiana
Gruppi e musicisti della Puglia
Nastri d'argento alla migliore colonna sonora

Vincitori del Festivalbar
Vincitori di MTV Europe Music Award

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Home / Media / News Releases
U.S. Army Corps of Engineers St. Paul District personnel continue support during hurricane relief efforts
Published Oct. 17, 2017
Terry Fluekiger, a quality insurance inspector for the U.S. Army Corps of Engineers, assists Nancy Robles, the assistant secretary for the mayor of Humacao, Puerto Rico, in using GPS to locate residencies during a right-of-entry registration in Humacao, Oct. 15, 2017.
ST. PAUL, Minn. – The U.S. Army Corps of Engineers St. Paul District currently has more than 20 employees deployed to support relief efforts in the wake of hurricanes Harvey, Irma and Maria.
"At FEMA's request, we provided personnel in Texas with engineering expertise to conduct assessments on critical public facilities such as wastewater treatment plans, fire departments and city offices to ensure the facilities are fully functional," said Phil White, chief of emergency operations for the St. Paul District. "We currently have seven people in Texas."
Originally, 200 personnel from the Corps' Mississippi Valley Division, or MVD, of which St. Paul is one-of-six districts, were set to deploy to Texas.
"We were preparing for a large-scale housing operation in Texas," White said. "But after Irma and Maria hit, the response effort was greatly expanded to Florida, the U.S. Virgin Islands and Puerto Rico."
Of the remaining deployed, two personnel are in Florida, 14 in Puerto Rico and one in the U.S. Virgin Islands.
"District employees continue to arrive in Puerto Rico to provide support for temporary roofing construction, quality assurance and debris management," White said.
The U.S. Army Corps of Engineers estimates that 60,000 roofs are damaged in Puerto Rico.
The Corps, including the St. Paul District, will continue to deploy people until all of these missions are complete, White said.
In the coming weeks the MVD will provide additional employees to support efforts in Puerto Rico, and the St. Paul District will send five employees to perform quality assurance for the Task Force Power mission.
District personnel have joined more than 975 personnel from throughout USACE in supporting local, state and FEMA partners in Florida, Puerto Rico and the U.S. Virgin Islands. The number one priority continues to be the life, health and safety of all who were affected by Hurricanes Irma and Maria.
The nearly 600 U.S. Army Corps of Engineers, St. Paul District, employees working at more than 40 sites in five upper-Midwest states serve the American public in the areas of environmental enhancement, navigation, flood damage reduction, water and wetlands regulation, recreation sites and disaster response. Through the Corps' Fiscal Year 2015 $100 million budget, nearly 1,600 non-Corps jobs were added to the regional economy as well as $155 million to the national economy. For more information, see www.mvp.usace.army.mil.
Release no. 17-075
Mississippi Valley Division
Hurrican Maria
Task Force Power
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Chris Hecker's new espionage game about subtle behavior, performance, perception, and deception.
« That Yoda Quote About Opening Betas and the PAX West 2012 Guest Indie
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The New SpyParty Character Art Style
2012/08/27, 14:23 by checker
Update: the second batch of five characters have been revealed.
I am incredibly excited to introduce the new SpyParty character art style!
I am also incredibly excited to introduce the new SpyParty character artist, John Cimino!
John's the one who has ironed his shirt.
Full disclosure: John has actually been working full time on SpyParty since September of 2011, we've just kept it a secret until we could reveal the new art style with a cool selection of characters representing some of the diversity we're trying to achieve. It's been hard to keep this quiet over the past year, and when somebody would ask me if I was making the game by myself, I'd answer "yes" and rationalize it on a technicality, since we haven't actually put anything John's done into the game itself yet!
So, it's true, I have doubled the team size. This rate of growth simply cannot be sustained.
John and I worked together on Spore. I would develop some crazy mostly-broken system for skinning or painting or animating the creatures, and John would do amazing and beautiful things with it, and not hate me afterwards. After six years of that, I figured our working relationship had been battle tested, and so when I started working on SpyParty full time, I also started working on John full time, to try to get him to come work on the game.
John's the perfect artist for SpyParty, because he's amazing at all the artistic disciplines, from concept through modeling, texturing, and animating. While most of the industry is following movies and specializing roles to the point where an individual artist might only rig, or do textures, or animate, John can do it all. You need someone like that for indie games, and to have somebody this talented in all of those areas is amazing…I am incredibly lucky to have him, and so are you, since he's going to help make the game the kind of "perfect jewel" that is the reason I'm indie in the first place.
We've spent months and months defining the style of the characters, and I'm really happy with the results. We call this style naturalistic and illustrative. With a game like SpyParty, where the design and gameplay aesthetics are all about deep subtlety, it was important that we hit that level of subtlety in the visual aesthetic as well. I want the visual and design aesthetics to work in concert to deepen the game. We also needed to skirt the Scylla of realism and the uncanny valley on one side, and the Charybdis of slapstick cartoon exaggeration on the other side.
We call the result naturalistic and illustrative because it's based on nature and sound anatomy, but without cleaving too close to realism, using instead the simplifications and stylizations perfected by classic illustrators, people like J.C. Leyendecker, Harry Beckhoff, Robert McGinnis, and Herbert Paus. We've spent days deciding exactly which wrinkles to include and which to elide on a just-past-middle-aged eyelid.
I want to explicitly thank my good friend Dan Zimmer, who publishes the incredibly beautiful Illustration Magazine, for introducing us to most of these illustrators.
Talking about these classic illustrators brings me to questions of time period, and namely, "When does SpyParty take place?" The answer is, "yes."
It's important to me that the game's visual design be timeless, not retro, not futuristic, but ambiguous, where it could be happening at any or all time periods. If you look at the collection of spy images I posted way back in September 2009, it's very easy to visually date some of them, and I want to avoid that. I think 60's retro spy-fi is as cool as the next guy, but it goes in an out of fashion, and it can be subtly alienating even when it's in. My biggest inspiration for the timelessness we're going for is Pixar's film, The Incredibles.
The art direction of that film is, well, incredible, and they did a great job of keeping the actual time period ambiguous…it could be the 50's, it could be today, it could be the future. I want a similar vibe for SpyParty. If you follow the game, you'll know there is gameplay associated with checking your watch. There will be characters who check wrist watches, characters who check pocket watches, and characters who check mobile phones, all integrated visually and mechanically in the same game.
I'm guessing John and I spend more time on the clock than most game developers do discussing hair styles and shoes. Since SpyParty is not your usual orcs and space marines fare, we end up going to fashion magazines and celebrity red carpet blogs for a lot of inspiration and reference. I have a growing pile of tearouts from Vogue, W, In Style, Harper's Bazaar, and Esquire. Here are a few images I've collected to give you a flavor of the kind of things we look to for visual inspiration:
Who are these specific people we're revealing now? They're going to have to remain mysterious for a while. Each character in SpyParty will have a dossier that will eventually be important to learn for playing at advanced levels, due to upcoming game mechanics involving individual behaviors and histories. For now, these folks are visual stakes in the ground as we explore the diversity of different races, genders, ages, abilities, sizes, and orientations that we're going to put in the game.
These characters don't even have names yet. For a brief while I considered using some of the names from the current beta characters, but I decided that would be disrespectful to the current guys, who have gone above and beyond the call of duty for the game. So, in deference to their service, I plan to "retire the jerseys" of all the current characters when the new art goes in. The new characters will have all new names, and I might crowd-source some of them, so put your central casting hats on.
And with that, we come to the question of when these new characters will go in the game. The short answer is, "not for a while." These are characters that will eventually go into the game, but they're currently at the initial stages of the very long production pipeline that comes with doing a high-end 3D game these days. These are high-poly-count models, and these images we're revealing today are rendered with a non-realtime renderer. They still have to be decimated, and rigged, and textured and normal mapped, and animated, and the game engine needs to be redone to support higher quality characters like these. They are a long way off, sometime next year at least.
Finally, we come to the most important question of all, "What if the new art screws up the game balance?" I will not let that happen, or at least won't let that happen for long. The deep and balanced game design is the absolute top priority, so if for some crazy reason I simply can't get the game deep and balanced with different art, I will throw it all away and ship the ugly art that's in the game now.
But, I don't think that extreme will be necessary. I think we can make SpyParty a deep and subtle and beautiful game. Even once the game engine is ready to support the new characters, I will introduce them slowly in their own maps alongside the existing art, so we can make sure they don't mess things up. I'm sure there will be some stumbles along the way, since perception is one of the key mechanics in the game and the new art will clearly impact perception, but we'll figure it out and keep the game on the path to a competition worthy player-skill game.
What about the environments and objects? Those visual styles are yet to be determined, but they're going to take a lot of time and thought, the same as the characters. The foreground-background separation is a key part of SpyParty, and the art style of the environments and objects needs to reinforce that.
So, here are the new SpyParty characters. We love them and hope you do too!
Update: Their placeholder names until we name them for real—in order of appearance in the group shot—are Mr. C, Ms. B, Mr. A, Ms. E, and Mr. D.
Here are high-resolution high-quality (read: large file sizes) images rendered out at various aspect ratios, so they should be suitable for even the largest desktop wallpapers, if your computer would like to wear them for a while.
Aspect Resolution Images
4:3 1600×1200
16:9 2560×1440
16:10 2560×1600
And here are the high-resolution high-quality versions of the portraits. They're 1000×1500 resolution:
Category: art, design	| Comment (RSS)
Al. I. Cuza says:
Can't wait to finally play this game. I love the chosen art style. Fits perfectly!
Absolutely beautiful. Kudos.
Maybe it's just me, but downloading those wallpapers was a lot harder then i expected. Thanks for the update! Excellent news.
checker says:
Yeah, I need to figure out how to turn off lightbox for some of the images! I'll fix it!
Edit: Okay, should be fixed. All the wallpaper images should be normal links now, so easy to download.
Fantastic! I love that aesthetic. Totally worth leaving the box hands.
EmotedLlama says:
Do you have any intents on upping the size diversity in your characters? I noticed that your previewed characters are pretty poor in terms of size diversity, given that your only plus-size character is an older man (i.e. the stereotype for larger characters). In addition, both of the women have impossibly-small waists with larger hips, which is deeply problematic. They may not have large breasts, but they very much fall into the norm for portraying women's bodies in animation, which is impossibly "perfect."
I'm almost positive with @checker 's earlier comments that there is an intent to have a wide cast of characters for variety. I almost laughed when I saw the Taft dead-ringer. However, I think I have to address the comment you had about the women. I work for a clothing company and one of the things you see in a lot of the party dresses is a high waist. This is to provide the illusion of a much small waist and larger hips without having them. Here is two quick examples:
http://i.imgur.com/rU9QU.jpg
http://i.imgur.com/iHSUL.jpg
(although the lady in the jacket is a bit more exaggerated than the older lady)
Now, if we want to talk stereotypes, let's talk drink choice! :D
JBantha says:
Actually I think both female characters are proportional and different one to the other. while madame leBlanc here is actually quite busty, the younger one gives abetter view of her body build, both of them quite possible. what might be tricking you could be the darker colors around their wasted on their clothing. also, at this early stage variety and such its secondary to colour pallete and texture skins definitions. as they said it's still a LONG way to implementation.
I just would like to point out the apparent style inconsistent between the boots and the dress on the young lady.
Yeah, there will be way more size diversity than just this. Having this be "the most diverse game evar" has always been at the top of my priority list, because it's one of the first games where the diversity could be a) represented plausibly, and b) where it would make sense that it wouldn't be an advantage or disadvantage, just different. The list of "diversity axes" I want to hit looks like this: races, genders, ages, abilities, sizes, orientations (I accidentally left "sizes" out in the original post, but I just added it, it's always been on the list in my head, and in fact there are multiple plus-sized women and men in the current beta). I want to handle it really respectfully and tastefully, so feedback like this very valuable.
We tried hard to make the body shapes plausible in these characters, with multiple iterations on things like waist size and whatnot, but we're not done yet, and this stuff with be tuned over time.
Ron: So… since their technical actual bodies might not have larger hips, it's… what? I don't quite understand your point. Furthermore, compare the younger woman with the man in the gray suit. Their heads are comparable in size, and yet the thinnest point of the woman's body is only bit wider than her head, whereas the man's head is about half the width of the thinnest point of his body. Even without the hips, the waists are still problematic. Heck, just try comparing the images you had with the renders–the real women's waists aren't as thin as the renders'.
JBantha: I didn't say the women were the same. I said they both had thin waists and large hips. As for the rest of your comment, well, I can't quite understand what you're trying to say. Sorry.
Checker: Oh, awesome! I'm glad the preview characters aren't indicative of the rest of them.
(Ugh. I'm trying to think of more to say and utterly failing.)
I just had to delete a rude comment in moderation on this diversity topic. I just want to be clear: if you haven't posted before and you post something rude, I'll delete it in moderation. If you have posted before and post something rude, I'll delete it and set you back to moderated.
@EmotedLlama It's all good. I think that the exaggerated features are within artistic caricaturization. But yeah, avoiding negative stereotypes (or ones that cause negative impact unintentionally) is something that I hope stays a part of the design process.
I am LOVING these. It's like I imagined it might be, but with all the details I couldn't quite picture. I'm looking forward to seeing it in the actual game. I'm also going to try and make some more time to play the beta. I've been telling everyone I meet about this game.
dippyT says:
Hey, I noticed that 2 of your male characters are handsome. Could you make them really ugly?
I know! Isn't Taft so sexy!? The handlebar pulls it all together!
Are you trying to mock me or am I missing something?
This was in reply to dippyT's comment (if you notice, it indents after dippyT's comment). I actually replied to your comment too, but since I included a link in it, it's awaiting approval. And no, I'm not mocking you, even though this comment is pulling the old switch-a-roo on expectations.
I was replying to dippyT, too, hence the identical indentation as your comment.
Okay, sorry, I'm just very paranoid. Very, very paranoid.
Oh, woops, the indentation is the same regardless.
Actually, yes, there will be lots of "ugly" characters too, at least as far as current celebrity/fashion-culture would be concerned! I'm totally serious about making this game incredibly diverse.
Jamin Grey says:
While I definitely appreciate some of the diversity, taking those remarks hand-in-hand with the "custom dossier for each character" worries me.
What's your general ballpark-figure estimation for the number of separate distinct dossiers I'll have to memorize at the risk of being handicapped?
Are we talking 100 different dossiers I have to "memorize", or just 30? It's hard enough for me to asscosiate real-life names with real-life faces of people I've met before! =)
Do you intend to limit certain (or all) characters to specific levels? I.e. will a Veranda-esque map have it's own potential pool of characters distinct from a, say, Penthouse or Poolside map? Will there be any overlap in character pools between maps?
This is all far in the future, but it would be one dossier per character, and there aren't going to be more than 30 characters, and probably closer to 20. I think right now the characters will all be available on all maps. Missions will be map-specific sometimes, but not characters.
Collin Hausman says:
Well, if there isn't going to be more than 20 or so characters, you should definitely invest some time in outfits like you mentioned in a comment reply below. Having a ton of different characters and character appearances would add to the ambiguity of the scene. It wouldn't feel like "round 2" all the time so much as, "new scenario, new VIP list, new objectives".
adam alexander says:
Wow! What a treat! These are great!
Look forward to reading about how the introduction of finalised assets affects gameplay and the road of inevitable tweaks ahead.
It's been a long time since I felt a game took its design of characters and ambience this seriously and with such success.
Congratulations! I feel you pulled off your desired style of classy ambiguity perfectly.
This looks fabulous! Like seriously, I am very excited. I'm so happy that the game is gonna look not ass, and is going to take up an AMAZING art style. There are only a few games that come even close to how awesome these characters look (Team Fortress 2, Dishonored, The Next BIG Thing). And it's not just the art style that impresses me, it's the character design itself, and how great each character is going to look, with their own distinctive styles and things (pocket watch, cane, glasses, camera). In the past, one would have to tell someone the premise and maybe explain the game a little for someone to be intrigued, but now, you just look at it, and you'd be like WOW. This game may be my game of the year. Can't wait!
Awesome, glad you like it! The only question is, "Which year?" ;)
Cross my fingers 2013, but you seem like a perfectionist kinda guy, so possibly 2014, in which case it would be packed with content and levels and levels of complexity.
Do you think you would continue to design new maps and new content for the game past the final release or will you just release it and after fixing bugs and whatnot, leave it as it is and go on to your next awesome project?
How far into pure gameplay development would you say you are? I'm sure you plan on adding a few more maps, but in terms of objectives and things like that, how far along would you say you are, if you had to guess?
I'm terrible at guessing. 25%? Lots of game design things to do, lots of maps, characters, missions, tells, etc. Wheee!
As for post-launch support, I want this to be a competition-level game, so it's going to have a lot of support after ship.
zompist says:
I mean, I've been following SpyParty for awhile, but this moves it from intriguing to must-have.
Zephrynn says:
Just woke up and read this. Thank you Chris, and especially John for this birthday present! It's the best present I've received yet! :P
I've always wondered how you were going to approach the art style for this game. But now that I have seen it, it just makes perfect sense! I love it and I can't wait to see more!
And a big Welcome to John as well! It must have been hard as hell keeping this secret for a whole year. Can we now expect to see blog posts from the two of you?
Yep, although John's shy, so I'll have to force him to do it. :)
Varanas says:
Force him to talk to us on the forums too!
Elendira says:
I vote Matilda Bernhardt for the old lady.
The art looks awesome and I can't wait to see the re-skinned game. That said, I hope we'll still be able to play the original version somewhere.
What are you going to do about gender-based "banana bread?" Will it give too much away if the gender of the spy is revealed? Could you include an imitation option for saying BB in the opposite gender? There's a lot of potential for hilarity in mis-telling that, especially if you could make it dependent on whether or not the player messed up too early or too late. I'm thinking something along the lines of screwing up in "Love Rap" in Rhythm Heaven. http://www.youtube.com/watch?v=l5h3OQDNAZA
I'm still stewing on the gender solution to The Banana Bread Problem, and it's a topic of conversation in the beta forums, but yeah, it's going to take some finesse. Not sure what the right answer is yet.
Cleetose says:
Maybe you could have them play a recording of someone saying banana bread. Part of the animation could be the spy pressing a button under his or her clothing. Though I guess that would add another hard tell.
swenson says:
I'm so used to looking at the placeholder art, I'd started to think of it as the finalized stuff. After seeing this, though, I'm glad it isn't–because that's some very awesome work! I've liked that even the placeholder art had a distinct style, being sort of "spy" but not pinning it down much. This really keeps the same flair, just making the textures more detailed and high-res. If the rest of the game has the same look, it's going to be a truly beautiful game.
One (very minor) thing I'm wondering about, though, is color. They all look kind of desaturated in the top pic, as opposed to the bright and colorful look of the placeholder art. Will other characters have some more of that brighter flair?
Yeah, there'll be a variety of colors, and maybe even outfits at some point. The visibility of the characters relative to the background and each other is going to be a big thing to tune when the new art finally goes in.
Bradley (namelesssniper) says:
Thank you Chris!
I love the incredible gameplay that the game has now, the art style is just icing on the cake.
Pretty great art style minus the fact that everyone pretty much has Skeletor hands.
Hands are hard! We're still working on figuring out the exact style for the hands, how much detail to put in versus simplify, etc. We will probably do a blog post just about hands now that we've revealed the art.
Will we rig the models to work Source Filmmaker similar to using Team Fortress 2 characters? I would LOVE to be able to make movies with them!
They'll all be normal rigged 3d characters, so as long as there's a way to export from maya, it'd probably work.
Will I have to wait another year for a beta invite before I get some models and playtime?
Lastly, I know you've said compatibility takes a back seat to depth and design, but is Mac support planned at some point?
I hate to say it, but the insane awesomeness of Wineskin has made it so I don't have to worry about a native MacOS support for a while, it already runs perfectly! It even auto-updates!?
Walter Garrett Mitchell says:
This is incredible! So excited to see how it all ends up. And thanks for keeping up the long-form commentary; really a pleasure to read.
I like the idea of the current characters belonging to some distinct game all of their own. You're right, that is respectful — bonus, it makes beta testers feel lucky to have known them.
I'm sure as soon as you put in the new graphics there will be an petition saying "We want the old graphics back!"
It is the internet, after all.
BlazeShaman says:
I absolutely LOVE the new art! It's great. It's amazing. It's fantastic.
About the dossiers, though. Don't make it… too revealing, if you know what I mean. It's is always nice to have to learn about these characters through playing, through observing. Little nuances and such that aren't explicitly evident on the surface… You can get into the whole psychology angle! :D
Getting more excited by the day.
Yes, and I have to leave room for fanfic too! :)
Andrew Faulds says:
These are absolutely stunning. Excellent work. Can't wait to see them in action… or perhaps play the game with them :)
However, the simple, light-blue logo doesn't go well with it. I would suggest stylising it a bit.
Constantine says:
Is it in-game or baked lighting? Looks great.
The post said this was not in-game and not done with a realtime renderer, if you read it.
Very not in-game. They're rendered with mentalray. It'll be a while before they're in-game, but these are the real models that will be put through the pipeline, decimated, normal mapped, rigged, etc etc.
Nope, I'm one of those guys who skip text to just watch pretty images :P Thanks for answer
Yea, I get it. I just thought it may be rendered in game engine, all of it can be achieved in real-time except high resolution soft shadows…
Yeah, it's going to be a trick to keep the minspec low, but the good news is SpyParty doesn't have to render an entire city or do any culling, so it's almost best-case for doing high detail characters.
Ah, I envy you. I've tried to make a 3D game before, but I was dumb enough to choose a design requiring a lot of on-the-fly optimisation and culling ;)
I just realized that the cane might be an interesting game mechanic. You have one less hand to use, so you won't be able to transfer the microfilm and check the time while at the window at once. You can't transfer the microfilm or bug the ambassador while holding a drink, etc.
Also, if you at some point add a camera that looks at the sniper's victim from a bird's eye point of view, civilians should just bleed out, but if you shoot the spy, the spy should drop a statue, microfilm, in addition to bleeding.
Andrew Coggeshall says:
Wow so excited about this! I hope the environments are equally cool! Have you thought about what type of lighting the game will use, toon shading, realistic light mapping, etc?
I'm going to try to get it as close to those renders as I can.
Looking pretty good! The only complaint I have is that the young woman's knees need some work. They…don't look anatomically correct.
Curly says:
I hope you do implement that mode that has police showing up to arrest the spy when you pull the trigger. I don't want to shoot these people.
Yeah, I almost certainly will. They'll be security guards, not police, though. I want to keep it ambiguous who's on which side. :)
vyrus0139 says:
This is an interesting idea. I hadn't thought of anything like this for the game play.
That sound bite of the snipers shot is staple to my previous Spy Party experience. I know the game is going to change and that's great. I'm not saying It should stay the same, but there is something I like about that silenced shot. Adding a non lethal option may have a return for players like yourself who don't want to kill their target. If John and Checker haven't yet started on this idea I would suggest maybe adding a non lethal option through a tranquilizer dart. this option would probably take less time to make and may still provided the desired virtuous option. Just change the death animation to I fall down slowly and add a dart projectile. Just a thought.
I am excited for what is coming next.
vyrus0139
what about a dart? could be simpler to make and still provide the same effect. just a thought.
Also Are the guards going to provided any other function than taking down the spy after he/she is "marked". Maybe you could add a different gameplay type where this "style" of victory has a more evident reason. And then you can give the user the option to always use this "style" of victory if they want.
So ya either do even more work, or do less Haha.
Loving the work btw.
PS. if you are wondering what I mean by a new game type ask and I'll further explain. i've got some ideas.
I'm hoping to eventually have a mechanic where the Sniper can ask the security guard to go interrogate somebody!
I vote for a "Chris Hecker" character with his own dossier =)
Cat Musgrove says:
Very cool – I love the style! I would suggest doing a pass to make them look less like actual, known people though. It seems like it could be distracting. Also, Taft and Vincent Price are already dead, but there may be issues with your players sniping Morgan Freeman.
We actually de-morganized him twice, but he may need more de-morganifying.
Just click the de-morganify button in Photoshop for goodness sake my good man!!!1!1!!
AVB says:
These character models are better than I ever could have hoped for. Will the maps be as equally stunning?
Also having lots of diversity eases the burden on the sniper. I know countless times (Less than the number of games I have played), I have been confused as to which suited man or which thin women was by the bookshelf acting suspicously and will tend to shoot characters that don't stick out more often than I should.
Yeah, the maps will be awesome as well. They'll have to be less attention-grabbing than the characters, obviously, but they will be no less beautiful, hopefully.
So I tried to ask before but I think my comment got filtered: How (interactively) detailed are you planning to make the facial expressions and body language? Will guests visibly react to strange behaviour from the spy (eg raised eyebrows, looks of amusement, disapproval etc) or would this make the sniper's job too easy?
I'd like to have subtle facial animation, so you could tell the difference between a joke that's funny and one that flopped, for example.
Sweet. Keeping a close eye on this.
Finally had a chance to play the beta. Enjoyed it a lot. Very interested to see how more detailed movement will affect the gameplay in the future.
Well, if you're shooting for " not retro, not futuristic," then I'd say the first image you posted from 'The Incredibles' is probably the worst possible inspiration you could have picked. It's very much both. Furniture from this era is used in The Jetsons, sorta the pinnacle of what we view as futuristic. Plus, it's super trendy right now.
All of that furniture is mid-century modern, both the chair and sofa look Danish.
Quick and dirty googling found pics of actual pieces these look like;
sofa: http://www.dejavulongbeach.com/sold-items/danish-sofa/8456107
chair: http://furniturebyljindustries.com/seating/#.UMnGM3fULg0
The coffee table a modified Adrian Pearsall 1960's atomic table, maybe inspired by this one:
http://www.objectculture.com/modhaus-secure/detail.asp?id=13894
He did sectional and platform sofas, too, so the whole room may well have been inspired by him.
So weird that you'd specifically call out the '60s as an era to avoid, because that is exactly what the picture depicts. It's 'Mad Men' without the suits. Not saying it's a bad style or you should nix it. It just struck me as funny that you framed it the way you did.
Yeah, their house was totally mid-century modern, but Edna's place was from a totally different period, the bad guy's place on the island was different too, etc. The way they mixed the different time periods together was awesome. I mean, it's not even clear if their house was actually in the mid-century, or they just decorated it that way because danish modern is so trendy, etc.
I don't want to nix the 60s, I just don't want to be pigeonholed in the 60s and feel "retro". I want some retro, some future, some present, and I want the blend to be "timeless".
Scallii says:
Alright, I'm okay with Snaps not being in the final game's parties, but some other paparazzi member better show up. Please?
Snaps is really useful for playing spy against Viri.
Or have his style of camera in the background of one of the final design maps and with McGee scribbled on the side. But in a display case. Because Snaps was (is?) that important. And the amount of dust on the camera could specify how long ago the beta parties were. That doesn't count as dating the game, does it?
That would happify me. And Viri. And Snaps. Ya know, if you have some spare wall space.
There will definitely be paparazzi at the party, with flash bulbs!
Hemlock Drew says:
The guy with the moustache is THE BEST. More of him!
Gurkhas says:
Awesome work, just purchased beta, having shit load of fun.
Wouldn't the women be holding their glasses by the stem?
Nah, do an image search, there's a lot of variety in how people hold glasses. For example: martini glass wine glass champagne flute
Assassinninja says:
I accidentally deleted spy party how do I get it back?
No worries, just log in to your beta homepage and reinstall. Mail support at SpyParty dot com if you have problems!
But I don't see a login button or anything ANYWHERE can you direct me to it
So am I correct in assuming that some of the new designs have a flavor of Archer ? Most specifically the older woman. When I see the artwork I can hear Malory Archer loud and clear :-)
Anyway, superb work. Keep it going.
Yeah, the funny thing is we actually didn't think about the Archer connection until we released the images and people pointed it out, but in hindsight it's pretty obvious! The other one like that we missed was the film Red, which has a similar cast! Thanks for the kind words, and we hope to reveal the environment art soon!
Barnabass says:
Hey Checker, how about the new Level-Art i saw on some websites? I would love to hear some stories about those screenshots ;)
Yeah, I need to write up that post…had to go to a wedding this weekend!
Just came back to spy party. It is great to see how the work is going. I Love The New Art! I think this Style meshes very well with your game play. I am A big fan Of your game I hope you are able to succeed in your efforts. great addition to your team! Kudos to you both and may success follow you.
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What is SpyParty?
SpyParty is a spy game about human behavior, performance, perception, and deception. While most espionage games have you spend your time shooting stuff, blowing stuff up, and driving fast, SpyParty has you hide in plain sight, deceive your opponent, and detect subtle behavioral tells to achieve your objectives. Unlike the suave and confident spies you might find in films or books, most spies in spy games are more like super powered commandos--more Rambo than James Bond. By contrast, SpyParty is a new and quite different game about the more interesting and deeper aspects of being a spy.
Can I play it?
Yes, at least in beta form! Head over to the Early-Access Beta Page for details!
SpyParty is currently in active development, but there is no ship date yet, and there won't be for a while, because I want to make it perfect! All of the art you see on this website is placeholder art for the gameplay prototype! This blog documents the game's progress. Feel free to leave questions and comments, and I'll try to reply.
Also please tell your friends about the game, and follow the game on Twitter or Facebook. Indie games like SpyParty depend on fans to spread the word. Thanks!
It's time to sign up for the amazing player-run SpyParty Competitive League, Season 6. All skill levels are welcom… https://t.co/Ra2lA4HG5X 11:36:26 AM January 13, 2020 ReplyRetweetFavorite
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This chapter looks at the perspectives of Aboriginal and Torres Strait Islander peoples on Australia's biodiversity, its importance and management.
Dr. Fiona Walsh: Across Australia there are many, many different Aboriginal groups of people, some who are defined by their language, and we know that there's four to 600 or more languages that were once in Australia.
There's quite a number of them that are still actively spoken as a first language.
Where I speak from is mostly influenced by the areas of country where I work, so I haven't had experience in coastal environments where Aboriginal groups are using their country, or in the Torres Strait, but I think it's really important to acknowledge and recognise that their practices there are unique to them.
From an archaeological perspective Aboriginal people have occupied Australia for at least 50,000 years, so that's 50,000 years of burning, of manipulating water sources, of hunting, and affecting the landscape through other tools and ways, the landscape and the species within it.
And then from Aboriginal perspectives the care is manifested through peoples relationship through Jukurrpa, and that... or dreaming, or the laws of the country.
There's no direct translation of care, but there is within a number of certainly desert cultures a term that for the western desert side is called Kanyirninpa, which means to hold, but also to be held by.
So there's this sense of a reciprocal relation between people and place.
The word biodiversity is an unfamiliar one to many people.
Within Aboriginal languages to what I'm familiar with, there's no direct translations of the word biodiversity, but there are translations of words which have a sort of conceptual similarity.
There's a term Anpernirrentye, which talks about the relatedness between all things.
And so it's a term that brings together people, and species, and Jukurrpa, and country, and is focused on the interconnections between those. And there's similar terms we know from other Aboriginal languages.
Well those things that make up biodiversity, you know from what I hear, are important to very many Aboriginal people, a surprising number, including people who live in urban city context.
Where that comes from is people's entire economy and lives was directly reliant on eating the plants and the animals, and finding the waters, and using the resource of the landscape for their food, for their medicine.
So it was the bush supermarket, the bush pharmacy, the hardware shop, all those different resources had to be gathered, and so it was part of people's health, their economy.
It is also a focus of people's personal identity.
Here's the really good example of where biodiversity is important to people. So I'm sitting here next to a forkleaf corkwood.
Now this one tree has within it at least five different values where it's useful to local people.
There's a flower which is a source of nectar for people.
So that flower was sucked or dipped into water to make a fermented drink.
There's the follicles of the tree which were used as play items by kids. They've got very dense black charcoal on the bark, and that's used as a medicine for skin conditions.
Shade's a really critical resource, and it provides really dense shade. It's a habitat for a number of animals that are hunted by people.
So it's got these sort of multiple uses within the one plant that then connect it to people, and connect it to other species.
How people monitor biodiversity and changes over time is through accumulated long term observations, lifelong observations.
The state or condition of plants or animals is a really common topic of discussion day to day.
You know, as we might sit around the breakfast table and talk about the weather for the day, Arrernte people might sit round and look at what the ants are doing, and what that tells them about the weather for that day.
So there's daily observations which are part of everyday conversation, and then there's remembered observations that sort of track back over time.
And then there's knowledge which is accumulated from people, from their grandparents and parents, which accumulates across generations.
And then people travel a lot, and so there accumulating observations over space as well, and seeing land in different states and conditions.
So in this country we've had a rapid proliferation of the weed buffel grass in the last 20 years, and many people would grow up to seeing buffel as a normal part of the landscape.
Unless they go out with older people, from whom they hear the stories of how it was otherwise, how there was a much wider diversity of plants, than just this new plant, this stranger plant that's come.
So there's a range of impacts upon Aboriginal and Torres Strait Islander people from biodiversity decline that's caused by invasive species and other threatening processes.
And worldwide Indigenous people are some of the first people to be impacted and affected by declines in species, because it's very often those people who are subsisting on those local resources.
And as they decline they're experiencing food shortages, can't find the particular medicines they want, there's a shortage of the timber artefacts they need to make tools.
So for Australian Aboriginal and Torres Strait Islander people the scarcities are felt first and foremost.
I think it's recognised that Aboriginal people, through their long residency, through their multiple connections to a particular place, and through their commitments to supporting younger children, want to play a part in natural resource management, species management, biodiversity management.
In my experience lots of Aboriginal people are really keen to learn about well presented, clear accessible science ways. And I think increasingly more scientists are curious about the knowledge of local people, including Indigenous people.
And so, you know, a significant benefit is a better understanding of each other, and hopefully with that a better respect.
And there's this movement to actually look at an integration, or I prefer the term complementarity, looking out for where the complementarities, the similarities and the differences are between the two.
With the idea that if we have a rich array of sources, we've got a rich array of solutions for the future.
Indigenous concepts that connect people to their Country and to living things through a web of relationships are akin to the meaning of the English term biodiversity.
Many Aboriginal and Torres Strait Islander people today rely upon Australia's biodiversity because bush foods, medicines and materials are components of their economies, personal identity and culture.
Indigenous peoples are aware of changes to Australia's biodiversity through long-term observations, sustained residence and oral history. Their solutions to declines in biodiversity focus on people and on practical on-ground actions, particularly burning and manipulating target species for hunting and gathering.


Hello There, I just want to ask this question, I have this Old Domain / Website that has been on my droplet for a long time, actually, that domain/website was the first one I have created in here, Digital Ocean. So I add a new WordPress website in a different domain but on still on the same droplet, so the Old Website and the New one are on the Same droplet now and my new website has been running smooth. So I decided to delete the Old Website / Domain using rm -r /var/www/oldwebsite and now my new website/domain became unavailable too. ( Web Server is Down error) Can you please tell me what is wrong with it?
Did you make any modification or deletions to your webserver configurations?


text:
France frees Ryanair jet after tarmac standoff over subsidy
The French civil aviation authority said it seized the plane at Bordeaux-Merignac airport as a 'last resort'.
The Ryanair plane on the tarmac at Bordeaux-Merignac airport (AP Photo)
By Associated Press Reporters
Ryanair has paid 525,000 euros (£457,000) in subsidies back to French authorities to end a tarmac standoff that forced 149 passengers to disembark from an impounded plane.
https://www.independent.ie/world-news/france-frees-ryanair-jet-after-tarmac-standoff-over-subsidy-37511342.html
https://www.independent.ie/world-news/article37511341.ece/3cdb1/AUTOCROP/h342/ipanews_d1ddffbf-b5b4-4314-853b-171f64b6142e_1
The French civil aviation authority said it had seized the plane at Bordeaux-Merignac airport as a "last resort" after France repeatedly tried to get Ryanair to pay back regional funds to the airline in 2008/09.
The European Commission later ruled those funds illegal, saying they gave Ryanair an unfair economic advantage.
The aviation authority called it "regrettable that the state was forced" to evacuate the plane on Thursday. It said the passengers were put on another Ryanair flight five hours later.
Ryanair did not publicly comment on the seizure.
Aviation authority spokesman Eric Heraud said the airline had paid back the funds and the plane would be released.
Evie Kearney IRISHMAN Keith Byrne has said he has been "blown away" by the international interest in his case after being told by authorities to leave the United States today or face going to prison.
By Associated Press Reporter German Chancellor Angela Merkel has criticised US President Donald Trump's comments about four female Democratic lawmakers, saying they run counter to what she considers "the strength of America".
By Megan Baynes, PA A caravan had to be pushed off a railway line by fire crews, after it "bounced" off its towbar this morning.
Trump spoke to aides in scramble to pay porn star 'hush money' President Trump
Crowd roars for politician to be deported as president continues 'racist'... President Trump
WHO fears woman may have spread Ebola out of the Congo Ebola
No deal has 'massively negative consequences for both sides' - EU chief Von der Leyen Brexit
A teacher and at least eight children have died after a truck carrying them to a...


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Attorney Michael Avenatti delivers remarks in front of federal court after his initial appearance in an extortion case March 25 in New York. Avenatti's accused of trying to extort $25 million from Nike by threatening the company with bad publicity. Kevin Hagen AP
Neither Whiteside nor ex-girlfriend Alexis Gardner are referred by by name in the indictment, but rather, respectively, "Individual 1" and "Client 2." The Los Angeles Times, which first reported the Whiteside connection to the indictment earlier Sunday, put names on those designations.
Whiteside's agent Sean Kennedy told the Herald there would be no further comment beyond the joint Whiteside-Gardner statement released to the LA Times:
"We entered into a mutually agreed upon settlement more than two years ago following the end of our relationship; a settlement that reflected Alexis' investment of time and support over a number of years as Hassan pursued a career in the NBA. It is unfortunate that something that was meant to be kept private between us is now being publicly reported. We have both moved on amicably and wish nothing but the best for each other."
In 2016, after a season and a half with the Heat, Whiteside signed a four-year, $98 million contract. The indictment says in December 2016 Gardner hired Avenatti and his Eagan Avenatti law firm "agreed to represent (Gardner) in connection with potential litigation against an individual with whom (Gardner) had a personal relationship."
And, the indictment says, Avenatti did his job, reaching a settlement by Jan. 7, 2017 that said Whiteside had to pay $2.75 million to Avenatti by Jan. 28, 2017 then make another payment of $250,000 by Nov. 1, 2020 for a total of $3 million. Gardner was supposed to get the $2.75 million minus $1 million in Avenatti's attorney's fees, costs and expenses.
But, the indictment claims, Gardner never knew this because Avenatti never showed her a copy of the settlement agreement. Here's a summary of the indictment's description of the alleged ripoff:
Avenatti told Gardner told her Whiteside would make one payment that would settle his fees and costs, then eight years of monthly payments. When Whiteside sent the $2.75 million payment, on Jan. 25, 2017, Avenatti put it in his firm's trust account. On Jan. 26, Avenatti transferred $2.5 million to the trust account of another law firm who he then told to send the money to Honda Aircraft Company. Avenatti was buying a private airplane for his company, Passport 420.
Then, between March 15, 2017 and June 18, 2018, Avenatti sent $194,000 in 11 payments to Gardner's bank account and told Gardner the money was from Whiteside.
After Avenatti stopped making the payments, the indictment said, he "falsely represented to (Gardner) that (Whiteside) was not complying with the settlement agreement and falsely told (Gardner) that defendant Avenatti was working on obtaining the missing monthly settlement payments purportedly due to (Gardner) from (Whiteside)."
The indictment says he told Gardner on March 24, she'd be getting a payment from Whiteside that would makeup for lost time and cash.
Whiteside, 29, averaged 12.3 points, 11.3 rebounds and 1.9 blocks in 72 games this past season.
Whiteside holds a $27.1 million player option with the Heat for 2019-20 (the final season of his deal). Although unlikely, he said he would at least give the possibility of opting out some thought after reduced playing time over the past two seasons.
Florida is suspending a doctor's medical license after $637,000 in fraud
Trio who launched investment business in Florida charged with $1.3 billion Ponzi scheme
Heat center Hassan Whiteside screams after committing a foul in a March game against the Charlotte Hornets at the AmericanAirlines Arena. CHARLES TRAINOR JR ctrainor@miamiherald.com
David J. Neal
Since 1989, David J. Neal's domain at the Miami Herald has expanded to include writing about Panthers (NHL and FIU), Dolphins, old school animation, food safety, fraud, naughty lawyers, bad doctors and all manner of breaking news. He drinks coladas whole. He does not work Indianapolis 500 Race Day.
NBA Free Agency: Biggest names on the move in whirlwind offseason
USWNT players lead 'equal pay' chant during New York World Cup parade
Kirby Smart and the Georgia Bulldogs are once again aiming to unseat Alabama in the Southeastern Conference.


inda Raihan graduated with a degree in Law from the University of Indonesia in August 2014 majoring in Civil Law, and shortly afterwards came to Lubis, Santosa & Maramis as an intern, before being made an associate in early 2015. Prior to joining Lubis, Santosa & Maramis, he worked as an intern in another premier law firm in Jakarta. She joined as a member of the Corporate and Commercial Practice Group of Lubis, Santosa & Maramis and assigned various duties, among other things to assist clients in with regard to mergers and acquisitions, aviation, mining, oil and gas, telecommunications.
During her in university time, She was active in various committees, organizations, and competitions. She joined Asian Law Students' Association in 2011 and she was chosen as a delegate to represent Asian Law Students' Association from Indonesia for Australian Law Students Association Conference in Australia.
In addition to her professional activities, she enjoys to traveling, yoga as a weekly sports activity. She speaks Bahasa Indonesia and English.


Scientists Accidentally Create Mutant Enzyme That Eats Plastic Bottles.
The mutant enzyme takes a few days to start breaking down the plastic, far faster than the centuries it takes in the oceans. But the researchers are optimistic this can be speeded up even further and become a viable large-scale process.
4-5-2018: European rocket will launched 2 communications satellites. If all goes well, the Ariane 5 will deliver the DSN-1/Superbird-8 and HYLAS 4 satellites to geostationary transfer orbit high above Earth.
Paul Allen revealed his amazing discovery to the world on Tuesday, by posting a photo to Twitter of the World War II battleship Musashi's rusty bow, which bore the Japanese empire's Chrysanthemum seal.
Researchers report the scarlet jellyfish do not die, but continue to rejuvenate. These amazing creatures are "immortal" as we know it, and could hold the secret to perpetual life, as logged in Doomwatch Legacy by Sunstroke author David Kagan.
TSUKUBA, IBARAKI PREF. - Japan's National Institute of Agrobiological Sciences has developed a transgenic silkworm that produces strong "spider" silk.
NASA's Stardust robotic mission which gathered samples from the flyby comet Wild 2 and brought them to Earth in 2006 has proven to be a success, with scientists saying some particles it collected originated from outside our solar system.


I loved this book. It took me back to my Hogwarts days. Everything about this book had me captivated. I loved how clever Rainbow Rowell was at telling the present as well as informing the reader about what had happened in the past so we understand everything.
The characters in this book were amazing, Simon was a very strong and powerful character. At some points of the book I was unsure about him and I enjoyed playing a little guessing game. I loved Baz and I was captivated by his thoughts and feelings, as well as the friendship between Penelope and Simon which was one of my favourites and I adored it! Although, Agatha annoyed me a lot, but I don't think the book would have worked without her.
The relationship between Baz and Simon was the thing that I loved the most about this book. I won't say anymore becuase I don't want to spoil you!!!


Kevin Durant got a little cocky for Thursday nights game against the Los Angeles Clippers and it proved to work but don't let this distract you from the fact that the Warriors blew a 31 point lead in game two of the first round of the NBA playoffs!
Former NBA baller Gilbert Arenas spills the tea on everybody in a recent video when he suggestions that not everybody but errrrbbooodddyyyyy cheats. did he just low key snitch on all his homies ...stay tuned to watch the video and decide for yourself.


US PRESIDENT DONALD Trump has threatened Riyadh with "severe punishment" if a journalist was killed inside its Istanbul consulate, as Saudi officials were to hold talks in Turkey about his fate.
With the mystery over Jamal Khashoggi unresolved 11 days after he walked into the consulate and failed to reappear, a pro-government Turkish daily said the Saudi national had recorded his own interrogation inside the mission on an Apple Watch.
Turkish officials have said they believe Khashoggi was killed inside the consulate and lurid claims have been leaked to media that he was tortured and even dismembered.
Saudi insists Khashoggi, a Washington Post contributor whose writings have been critical of powerful Crown Prince Mohammed bin Salman, left the building safely but has yet to offer visual evidence of this.
"We're going to get to the bottom of it and there will be severe punishment," Trump told CBS's "60 Minutes" program, according to an extract of an interview that was released on today.
"As of this moment, they (Saudi) deny it and they deny it vehemently. Could it be them? Yes," Trump said in the interview, which was conducted on Thursday.
But he again voiced his reluctance to limit US arms sales to the kingdom, which analysts see as one of Washington's key potential levers.
Trump, who has become notorious for his attacks on American journalists, added the matter was especially important "because this man was a reporter".
The Saudi delegation was in Turkey and due to have talks this weekend in Ankara and take part in a working group on the disappearance, official Turkish media said. The NTV channel said the 11 person delegation had on Friday inspected the consulate in Istanbul.
Riyadh has warmly welcomed the creation of the working group but Interior Minister Prince Abdel Aziz bin Saud bin Nayef slammed claims that the kingdom ordered Khashoggi to be killed inside the consulate.
He described the allegations as "baseless allegations and lies".
Turkey and Saudi have an uneasy relationship, with disputes over the ousting of the Islamist government in Egypt and the blockade imposed on Ankara's ally Qatar.
But Erdogan has generally been wary of needling the oil-rich conservative kingdom and today again gave a long speech to supporters without mentioning the issue.
The spokesman of Erdogan's ruling party, Omer Celik, acknowledged Saturday that there were "extremely sensational claims" about Khashoggi's fate in the media and said there would be "severe consequences" for anyone found responsible if they were true.
"Far from the speculation, work is being carried out in the most sensitive way to find out what happened," he said in televised comments.
The latest claims reported by the pro-government Sabah daily said that Khashoggi had been wearing an Apple Watch when he entered the consulate which was synced with an iPhone left outside with his fiancee Hatice Cengiz.
Analysts say that Turkey is hoping to find support from its NATO ally the United States in the case, although Ankara-Washington have been in crisis over the detention for the last two years of a Protestant pastor.
Meanwhile, Prince Mohammed's big October conference – the Future Investment Initiative dubbed by media as the "Davos in the Desert" after the annual conference in the Swiss resort – has suffered a litany of cancellations over the controversy.
Key business figures like the chief executive of ride-hailing app Uber – into which the Saudi's own investment fund injected money — are no longer showing up while media groups like the New York Times, Financial Times and Bloomberg have pulled their sponsorship.
US Treasury Secretary Steven Mnuchin said Saturday that he still planned to attend, as did IMF chief Christine Lagarde.
She said she was "horrified" by the case but has to "conduct the business of the IMF in all corners in the world and with many governments".
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Launch party invitation to our first members!
Home › Parent and Nanny Forum › Parent and Nanny Forum › Launch party invitation to our first members!
Hi new members! It has been an exciting couple days. We already have close to 200 member sign ups. More than half of those are in Chicago where Via The Village is located. Those who have signed up outside of Chicago, fear not. We will grow our community! You can help. Anyone can invite members from their homepage and expand your network through those you already know and trust.
For those of you local to Chicago, I want to extend invitation to our LAUNCH PARTY tomorrow. Feel free to drop in whenever. But please do RSVP so we are sure to have enough food, drink and goodies for the kids.


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The biennial meeting of the four Holy Cross General Councils was hosted by the Sisters of the Holy Cross at St. Mary's College in Notre Dame, Indiana, from October 2-4.
The meeting draws together the leaderships of the four religious congregations that make up Blessed Basile Moreau's religious family. There are three congregations of religious sisters—the Marianites of Holy Cross (New Orleans, United States), the Sisters of the Holy Cross (Notre Dame, Indiana), the Sisters of Holy Cross (Montreal, Canada)—as well as the Holy Cross priests and brothers who together constitute the Congregation of Holy Cross (Rome, Italy).
Sr. M. Veronique Wideower, C.S.C., President of the Sisters of the Holy Cross, welcomed the leadership teams to St. Mary's College and moderated the meeting.
This was the first time the new General Council of the Congregation of Holy Cross, under the leadership of Fr. Robert L. Epping, C.S.C., Superior General, attended this meeting.
It was also the first time for the leadership team of the Sisters of Holy Cross as they elected a new Council at their Chapter this past summer. Sr. Raymonde Maisonneuve, C.S.C. was elected their new General Superior.
Sr. Ann Lacour, M.S.C., continues her term as Congregation leader for the Marianites of Holy Cross.
The gathering presented the opportunity for each congregation to share their accomplishments since the last meeting in 2015, their hopes for the next two years, and the various blessings and challenges they have faced.
There were also conversations about several areas of collaboration, including the future of the Solitude in Le Mans, the International Heritage Session, the causes of saints, the International Shrine of Blessed Basile Moreau at Notre-Dame de Sainte Croix, and the renovations at St. Joseph's Oratory.
One of the highlights of the meeting was the signing of the Holy Cross Collaborative "Statement on Non-Violence and Just Peace." The statement calls the four Holy Cross congregations to take specific actions to reject violence in its multiple forms, including violent responses to conflict, particularly war and terrorism; denial of human and civil rights; economic and military policies that exacerbate poverty and inequality; degradation of natural resources and ecosystems; and violent and disrespectful political discourse.
The signing of the Statement by the four Superiors General took placed within the context of prayer service in the Loreto Chapel in the presence of the sisters and their lay collaborators.
The next gathering of the four councils will be in 2019 in Montreal and will be hosted by the Sisters of Holy Cross.