text:
\section{Introduction}

If we fix a degree of a real nonsingular algebraic surface then in accordance
with Smith theory there is an upper bound for the total ${\bf Z}_2$-Betti
number of this
surface (the same thing applies to curves). The most interesting case according
to D.Hilbert is the case when the upper bound is reached (in this case the
surface is called an M-surface).

Let $A$  be a real nonsingular algebraic projective curve on a real
   nonsingular
algebraic projective surface $B$. If $A$  is of even degree in $B$  then  $A$
divides $B$  into
two parts $B_+$   and $B_-$   (corresponding to areas of $B$  where polynomial
determining  $A$ is positive and negative).

Rokhlin congruence \cite{R} yields a congruence modulo 8 for Euler
characteristic
$\chi$ of $B_+$ provided that \begin{description}
\item[$(i)$]$B$ is an M-surface \item[$(ii)$] $A$ is an M-curve
\item[$(iii)$] $B_+$ lies wholly in one component of $B$ \item[$(iv)$] $
rk(in_*:H_1(B_+;{\bf Z}_2)\rightarrow H_1(B;{\bf Z}_2))=0 $ \item[$(v)$] if
the degree of polynomial determining
$A$ in $B$ is congruent to 2 modulo 4 then all components of $B$ containing no
components of $A$ are contractible in $P^q$ \footnote{{\em\underline {Remark}}.
 Paper \cite{R} contains a mistake in the calculation of characteristic class
of
covering $Y\rightarrow {\bf C}B$. It leads to the omission (after
reformulation) of $(v)$ in assumptions of congruence. The proof given in
\cite{R}
really uses $(v)$.
} \end{description}
Kharlamov-Gudkov-Krakhnov \cite{Kh},\cite{GK} congruence yields congruence
modulo 8
for $\chi(B_+)$ under assumptions $(i)$,$(iii)$,$(v)$ and either assumption
that $A$ is an
(M-1)-curve and $rk(in_*)=0$ or assumption that $A$ is an M-curve and
$rk(in_*)=1$ and all
components of $A$ are ${\bf Z}_2$-homologically trivial. Recall that Rokhlin
congruence for surfaces yields congruence modulo 16 for $\chi(B)$ so a
congruence modulo 8 for $\chi(B_+)$ is equivalent to a congruence modulo 8
for $\chi(B_-)$.

One of the properties of M-surfaces (similar to the property of M-curves)
 remarked by V.I.Arnold \cite{A}
is that a real M-surface is a characteristic surface
 in its own complexification (for M-curves it means that a real M-curve divides
its own complexification since a complex curve is orientable).We shall
say that a real surface is of a characteristic type if it is a characteristic
surface in its own complexification.Note that the notion of characteristic
type of surfaces is analogous to the notion of type I of curves.

Consider at first the weakening of assumption $(i)$ in Rokhlin and
Kharlamov-Gudkov-Krakhnov congruences.Instead of $(i)$ we can only assume
that B is of characteristic type.

According to O.Ya.Viro \cite{V} there are some extra structures on real
surfaces
of characteristic type ,namely, $Pin_-$-structures and semiorientations or
relative semiorientations (semiorientation is the orientation up to the
reversing). In this paper we introduce another structure on surfaces of
characteristic type --- complex separation which is also determined by the
arrangement of a real surface in its complexification. The complex separation
is a natural separation of the set of components of a real surface of
characteristic type into two subsets.Note that the set of semiorientations
of a surface is an affine space over ${\bf Z}_2$-vector space of separations
of this surface.

We use the complex separation to weaken assumption $(iii)$. In theorem 1
instead
of $(iii)$ we assume only that $B_+$ lies in components of one class of
complex separation.

The further extension ,theorem 2, can be applied not only for curves of even
degree but also sometimes for  curves of odd degree. Another weakening of
assumptions in theorem 2 is that components of a curve are not necessarily
${\bf Z}_2$-homologically trivial.

These extensions can be applied to curves on quadrics and cubics.
Theorem 1 together with an analogue of Arnold inequality for curves on cubics
gives a complete system of restrictions for real schemes of flexible curves
of degree 2 on cubics of characteristic type (see \cite{M1}).An application of
theorem 2 to curves on an ellipsoid gives a complete system of restrictions
for real schemes of flexible curves of degree 3 on an ellipsoid and reduces
the problem of classification of real schemes of flexible curves of degree 5
on an ellipsoid to the problem of the existence of two real schemes (see
\cite{M2}).
An application of theorem 2 to curves on a hyperboloid extends Matsuoka
congruences \cite{Ma} for curves with odd branches on a hyperboloid (see
\cite{M3}).

Applications of theorem 2 to empty curves on surfaces give restrictions for
surfaces involving complex separation of surfaces. Restrictions for curves
of even degree on surfaces can be obtained also by the application of these
restrictions for surfaces to the 2-sheeted covering of surface branched along
the curve , if we know the complex separation of this covering. This complex
separation is determined by complex orientation of the curve.For example in
this way one can obtain new congruences for complex orientations of curves on
a hyperboloid.

These applications and further extension of Rokhlin congruence for curves on
surfaces will be published separately in \cite{M3}. For example the assumption
that
the surface and the curve on the surface are complete intersections is quite
unnecessary ,but this assumption simplifies definition of number $c$ in
formulations of theorems. The formulations of these results were announced
in \cite{M2} as well as the formulations of results of the present paper.

The author is indebted to O.Ya.Viro for advices.
\section{Notations and formulations of main theorems}
Let the surface $B$ be the transversal intersection of hypersurface in
$P^q$ defined by equations $P_j(x_0,\ldots,x_q)=0 ,j=1,\ldots,s-1$ ;
${\bf C}B$ and ${\bf R}B$ be sets of complex and real points of $B$;
let $A$ be a nonsingular curve on $B$ defined by an equation
$P_s(x_0,\ldots,x_q)=0$ ,where $P_j $ is a real homogeneous polynomial
of degree $m_j$ $j=1,\ldots,s$, $q=s+1$; ${\bf C}A$ and ${\bf R}A$ be sets of
complex
and real points of $A$. Let $conj$ denote the involution of complex
conjugation.
 Set $c$ to be equal to $\frac{\prod_{j=1}^{s-1} m_{j}}{4}$.If $m_s$ is
even then denote \{$x\in {\bf R}B | \pm P_s(x)\geq 0$\} by $B_{\pm}$ and
set $d$ to be equal to $rk(in_*:H_1(B_+;{\bf Z}_2)\rightarrow H_1({\bf R}B;{\bf
Z}_2))$.

A real algebraic variety is called an (M-$j$)-variety if its total ${\bf
Z}_2$-Betti number is less by $2j$ then total ${\bf Z}_2$-Betti number of
its complexification (Harnack-Smith inequality shows that $j\geq 0$). Let
$A$ be an (M-$k$)-curve. Let $D_M$ be the operator of Poincar\'{e} duality of
manifold $M$.We shall say that $B$ is a surface of characteristic type if
$[{\bf R}B]=D_{{\bf C}B}w_2({\bf C}B)\in H_2({\bf C}B;{\bf Z}_2)$
(as it is usual we denote by $[{\bf R}B]$ the element of
$H_2({\bf C}B;{\bf Z}_2)$ realized by ${\bf R}B$).
We shall say that $(B,A)$ is a pair of characteristic type if
$[{\bf R}B]+[{\bf C}A]+D_{{\bf C}B}(w_2({\bf C}B))=0\in H_2({\bf C}B;{\bf
Z}_2)$.It is said that $A$ is a curve of type I if $[{\bf R}A]=0\in H_1({\bf
C}A;{\bf Z}_2)$.It is said that $A$ is of even(odd) degree if
$[{\bf C}A]=0\in H_2({\bf C}B;{\bf Z}_2)$ (otherwise).

As it is usual we denote by $\sigma$ and $\chi$ the signature and the Euler
characteristic.By $\beta(q)$ we mean Brown invariant of ${\bf Z}_4$-valued
quadratic
form $q$.

\newtheorem{theorem}{Theorem}
\begin{theorem}
If $B$ is a surface of characteristic type then there is defined a natural
separation of surface ${\bf R}B$ into two closed surfaces $B_1$ and $B_2$
by the condition that $B_j,j=1,2$, is a characteristic surface in
${\bf C}B/conj$.Suppose that $m_s$ is even,$B_+\subset B_1$,
every component of ${\bf R}A$ is ${\bf Z}_2$-homologous to zero in ${\bf R}B$
and if $m_s\equiv 2\pmod{4}$ then suppose besides that $B_2$ is contractible
in ${\bf R}P^q$.
\begin{itemize}\begin{description} \item[a)] If $d+k=0$ then $\chi(B_+)\equiv
c\pmod{8}$.
\item[b)] If $d+k=1$ then $\chi(B_+)\equiv c\pm 1\pmod{8}$.
\item[c)] If $d+k=2$ and $\chi(B_+)\equiv c+4\pmod{8}$ then $A$ is of type I
and $B_+$ is orientable.
\item[d)] If $A$ is of type I and $B_+$ is orientable then $\chi(B_+)\equiv
c\pmod{4}$.
\end{description}\end{itemize}\end{theorem}
\begin{theorem}
If $(B,A)$ is a pair of characteristic type then there is defined a natural
separation of surface ${\bf R}B\setminus {\bf R}A$ into two surfaces
$B_1$ and $B_2$ with common boundary ${\bf R}A$ by the condition that
$B_j\cup{\bf C}A/conj$ is a characteristic surface in ${\bf C}B/conj$,
there is defined Guillou-Marin form $q_j$ on $H_1(B_j\cup{\bf C}A/conj;{\bf
Z}_2)$ and \begin{displaymath}
\chi(B_j)\equiv c+\frac{\chi({\bf R}B)-\sigma({\bf C}B)}{4}+\beta(q_j)\pmod{8}
   .\end{displaymath}\end{theorem}
\section{Proof of theorem 2}
Consider the Smith exact sequence of double branched covering
$\pi:{\bf C}B\rightarrow {\bf C}B/conj$\begin{displaymath}
\stackrel{\beta_3}{\rightarrow}H_3({\bf C}B/conj,{\bf R}B;{\bf
Z}_2)\stackrel{\gamma_3}{\rightarrow}H_2({\bf R}B;{\bf Z}_2)\oplus H_2({\bf
C}B/conj,{\bf R}B;{\bf Z}_2)\stackrel{\alpha_2}{\rightarrow}H_2({\bf C}B;{\bf
Z}_2)\stackrel{\beta_2}{\rightarrow}  .\end{displaymath}
Let $\phi$ denote the composite homomorphism \begin{displaymath} H_2({\bf
C}B/conj,{\bf R}B;{\bf Z}_2)\stackrel{0\oplus id}{\rightarrow}H_2({\bf R}B;{\bf
Z}_2)\oplus H_2({\bf C}B/conj,{\bf R}B;{\bf
Z}_2)\stackrel{\alpha_2}{\rightarrow}H_2({\bf C}B;{\bf Z}_2)
.\end{displaymath}
Let $j$ denote the inclusion map $({\bf C}B/conj,\emptyset)\rightarrow({\bf
C}B/conj,{\bf R}B)$.Recall that $\phi_*\circ j_*$ is equal to Hopf homomorphism
$\pi^!$. It is easy to deduce from the exactness of the Smith sequence that
$\phi$ is a monomorphism. Indeed, $\pi_1({\bf C}B)=0$ hence $\pi_1({\bf
C}B/conj)=0$ and $H_3({\bf C}B/conj;{\bf Z}_2)=0$.
Therefore boundary homomorphism $\partial:H_3({\bf C}B/conj,{\bf R}B;{\bf
Z}_2)\rightarrow H_2({\bf R}B;{\bf Z}_2)$ is a monomorphism.Therefore,since
$\partial$
is the first component of $\gamma_3$, $Im \gamma_3\cap(\{0\}\oplus H_2({\bf
C}B/conj,{\bf R}B;{\bf Z}_2))=0$ and $\phi$ is a monomorphism.

It is easy to check that \begin{displaymath}\pi^*w_2({\bf C}B/conj)=D_{{\bf
C}B}^{-1}[{\bf R}A]+w_2({\bf C}B)  .\end{displaymath} Thus $\pi^!(D_{{\bf
C}B/conj}w_2({\bf C}B/conj))=[{\bf C}A]$,
therefore,because of the injectivity of $\phi$,we obtain that
\begin{displaymath} j_*D_{{\bf C}B/conj}w_2({\bf C}B/conj)=[{\bf C}A/conj,{\bf
R}A]\in H_2({\bf C}B/conj,{\bf R}B;{\bf Z}_2)  .\end{displaymath} It means that
there exists a compact surface
$B_1\subset{\bf R}B$ with boundary ${\bf R}A$ such that
$B_1\cup{\bf C}A/conj$ is a characteristic surface in ${\bf C}B/conj$.
Surface ${\bf R}A$ is homologous to zero in ${\bf C}B/conj$
since ${\bf R}A$ is the set of branch points of $\pi$.
Set $B_2$ to be equal to the closure of $({\bf R}B\setminus B_1)$.
Then $B_2\cup {\bf C}A/conj$ is a characteristic surface ${\bf C}B/conj$,
$B_1\cup B_2={\bf R}B$,$B_1\cap B_2=\partial B_1=\partial B_2={\bf R}A$.

Let us prove the uniqueness of pair $\{B_1,B_2\}$.It is sufficient to prove
that the dimension of the kernel of inclusion homomorphism
$H_2({\bf R}B;{\bf Z}_2)\rightarrow H_2({\bf C}B/conj;{\bf Z}_2)$
is equal to 1. This follows from the equality
$\dim H_3({\bf C}B/conj,{\bf R}B;{\bf Z}_2)=1$ that can be deduced from
the exactness of the Smith sequence.

We apply now Guillou-Marin congruence \cite{GM} to pair $({\bf
C}B/conj,B_j\cup{\bf C}A/conj),j=1,2$\begin{displaymath}
\sigma({\bf C}B/conj)\equiv[B_j\cup{\bf C}A/conj]\circ[B_j\cup{\bf
C}A/conj]+2\beta(q_j)\pmod{16}  .\end{displaymath}
Hirzebruch index theorem gives an equality $\sigma({\bf
C}B/conj)=\frac{\sigma({\bf C}B)-\chi({\bf R}B)}{2}$.To finish the proof note
that
$[B_j\cup{\bf C}A/conj]\circ[B_j\cup{\bf C}A/conj]=2c-2\chi(B_j)$
(the calculation is similar to Marin calculation in \cite{Marin}).
\section{Proof of the theorem 1}
Pair $(B,\emptyset)$ is of characteristic type since $A$ is of even degree
in $B$. Thus the first part of theorem 1 follows from theorem 2 --- there exist
a natural separation of $B$ into two surfaces $B_1$ and $B_2$ such that
$B_1$ and $B_2$ are characteristic surfaces in ${\bf C}B/conj$.

Let $V$ denote $B_+\cup{\bf C}A/conj$.Let $W$ denote $V\cup B_1$.
Recall that $B_+\cap B_2=\emptyset$ thus $V\cap B_2=\emptyset$.
\newtheorem{lemma}{Lemma}
\begin{lemma}
$[V]=0\in H_2({\bf C}B/conj;{\bf Z}_2)$\end{lemma}
{\em\underline{Proof}}. Since $A$ is of even degree in $B$, there exists a
2-sheeted covering $p:Y\rightarrow{\bf C}B$ branched along ${\bf C}A$.
Involution $conj$ can be lifted to involutions $T_+$ and $T_- :Y\rightarrow Y$
since ${\bf C}A$ is invariant under $conj$. It is easy to see using the
straight
algebraic construction of $p$ that $T_+$ and $T_-$ can be chosen in such
a way that the set of fixed points of $T_\pm$ is $p^{-1}(B_\pm)$.

Consider the diagram\begin{picture}(200,-100)(-50,0)
\put(0,0){$Y$}\put(60,0){${\bf C}B$}
\put(0,-40){$Y/T_-$}\put(60,-40){${\bf C}B/conj .$}
\put(10,4){\vector(1,0){46}}
\put(3,-3){\vector(0,-1){25}}
\put(67,-3){\vector(0,-1){25}}
\put(33,10){$p$}\put(71,-15){$\pi$}
\end{picture}\\[42pt]
This diagram can be expanded to a commutative one by map
$p^{'}:Y/T_\mp\rightarrow{\bf C}B/conj$.
It is easy to see that $p^{'}$ is a 2-sheeted covering branched along $V$.
Therefore $[V]=0\in H_2({\bf C}B/conj;{\bf Z}_2)$.

Using Lemma 1 we see that $W$ is a characteristic surface in ${\bf C}B/conj$
as well as $B_2$.We apply Guillou-Marin congruence to these two surfaces :
\begin{displaymath}
\sigma({\bf C}B/conj)\equiv[W]\circ[W]+2\beta(q_W)\equiv
2c-2\chi(B_+)-2\chi(B_2)+2\beta(q_W)\pmod{16}\end{displaymath}
\begin{displaymath}\sigma({\bf
C}B/conj)\equiv[B_2]\circ[B_2]+2\beta(q_{B_2})\equiv
-2\chi(B_2)+2\beta(q_{B_2})\pmod{16}\end{displaymath}
,where $q_W$ and $q_{B_2}$ are Guillou-Marin forms of $W$ and $B_2$.
Therefore \begin{displaymath} \chi(B_+)\equiv
c+\beta(q_W)-\beta(q_{B_2})\pmod{8}  .\end{displaymath}
\begin{lemma}
$\forall x\in H_1(B_2;{\bf Z}_2), q_{B_2}(x)-q_W(x)=\left\{ \begin{array}{ll}
0 & \mbox{if $x$ is contractible in ${\bf R}P^q$} \\
\frac{m_s}{2} & \mbox{if $x$ is noncontractible in ${\bf R}P^q$ .}
\end{array} \right. $
\end{lemma}
{\em\underline{Proof}}. It follows from the definition of Guillou-Marin
form that values on $x$ of $q_{B_2}$ and $q_W$ are differed by linking
number of $x$ and $V$ in ${\bf C}B/conj$ that is equal to linking
number of $x$ and ${\bf C}A$ in ${\bf C}B$. The last linking number can be
calculated from the straight construction of a 2-sheeted covering
branched along ${\bf C}A$.

It was shown in \cite{KV} that Brown invariant of form $q$ on the union of two
surfaces with common boundary is equal to the sum of Brown invariants
of restrictions of $q$ on these surfaces in the case when $q$ vanishes on
the common boundary.
Now theorem 1 follows from this additivity of Brown invariant
and the classification of low-dimensional ${\bf Z}_4$-valued quadratic forms
(see\cite{KV}). Indeed, since every component of ${\bf R}A$ is homologous to 0
in ${\bf R}B$,
$\beta(q_W)=\beta(q_W{|_{{\bf C}A/conj}})+\beta(q_W|_{B_+})+\beta(q_W|_{B_2})$.
Lemma 2 shows that under assumptions of theorem 1
$\beta(q_W|_{B_2})=\beta(q_{B_2})$.
To complete the proof note that ranks of intersection forms on
$H_1(B_+;{\bf Z}_2)$ and $H_1({\bf C}A/conj;{\bf Z}_2)$ are equal to
$d$ and $k$ respectively.

redpajama_set_name: RedPajamaArXiv


best storage bins threshold storage bin 1299 130 h x 130 w x 130 l best storage bins for toys.
best storage bins garageheavy duty garage storage best storage bins for garage best garage rack system garage best storage bins plastic.
best storage bins medium size of storagegrey storage bins for toys in conjunction with best storage bins best storage bins for supplies.
best storage bins innovative bedroom storage bins with best storage bins ideas on pinterest storage organization best storage bins for clothes.
best storage bins storage bins organizers toy storage organizer bins best storage with bins multi bin toy storage organizer bins best storage with bins multi bin organizers best storage bins plastic.
best storage bins file storage bins plastic file storage bins best storage ideas website plastic file storage plastic file best storage bins for supplies.
best storage bins our shoe box the container store best storage bins for clothes.
best storage bins best storage bins for garage 10 best custom garage cabinets images on pinterest best storage bins for sweaters.
best storage bins full size of storagebest storage bins for clothes plus storage bins for closet organization best storage bins for sweaters.
best storage bins best storage binsclear plastic storage binsbest storage containers best storage bins wirecutter.
best storage bins cheap storage bins with lids awesome the best storage containers for most people reviews by best storage bins for college dorms.
best storage bins full size of storagestorage bins for sneakers as well as best storage for sneakers best storage bins for kids clothes.
best storage bins bulk storage bins bulk food storage bins best storage ideas website everything that you has shall be it look more excellent bulk plastic storage bins with best storage bins for college dorms.
best storage bins storage bins for clothes clothes storage bins clothing storage bins storage bins for closet spectacular decorative closet storage boxes with clothes storage best storage bins for college dorms.
best storage bins storage with wheels storage tote with wheels best plastic storage bins on wheels plastic storage bin with wheels and storage tote with wheels heyner wheel best storage bins for sweaters.
best storage bins large size of storagebest storage bins for clothes plus plastic storage bins with lids best storage bins for moving.
best storage bins 11galvanized nesting bin click to shop it best storage bins plastic.
best storage bins plastic storage containers stacking recycling storage bins best plastic storage containers for food best storage bins for clothes.
best storage bins tranpak offers the best collapsible bins containers in us for wip inventories storage systems and bulk shipping transport best storage bins for camping.
best storage bins best storage containers image credits amazon storage containers for sale medford oregon best storage containers best storage bins for sweaters.
best storage bins best plastic storage containers multi functional compartment bins with clear hinged lid best storage bins for legos.
best storage bins stackable storage bins walmart beautiful 8 best storage containers images on pinterest cheap storage bins for clothes.
best storage bins cube storage bins best storage bins images on storage bins easy reaction home storage bin bed cube storage bins best storage bins for college.
best storage bins new quality british made grey plastic parts storage bins boxes choice of 7 sizes best storage bins plastic.
best storage bins walmart storage bins best storage bins storage bins storage bins on sale at best storage bins best storage bins for sweaters.
best storage bins best storage containers elegant heavy duty storage containers luxury heavy duty storage bins totes storage organization best storage containers cheap storage bins for clothes.
best storage bins best storage bins for toys.
best storage bins tupperware kitchen storage containers kitchen storage beautiful storage bins best storage ideas organizing kitchen tupperware kitchen storage containers best storage bins for college.
best storage bins best storage bins storage bins on sale walmart canvas storage bins for toys best storage bins for legos.
best storage bins best bountiful storage bins with lids best storage bins.


text:
Presence and predictors of suicide ideation in a clinical outpatient context
Cuadrado, E.H., Fernandez-Arias, I., & Garcia, C.L.
Year: 2023 Source: Ansiedad y Estrés. (2023). 29(1), 10-17. https://doi.org/10.5093/anyes2023a2 SIEC No: 20230332
Background: It is of vital importance to study the risk factors associated with suicidal behaviour. The purpose of this study is to analyse the presence of suicide ideation and related factors in an applied clinical
Method: A correlative-predictive study is conducted with a sample of 180 adult patients, 64% women, with an average age of 31.88 (SD = 14.473) at University Psychology Clinic of Complutense University of Madrid (CUP-UCM). Suicide ideation is analysed (measured by Item 9 of the BDI-II), together with its relationship with clinical diagnosis, symptoms of depression, hopelessness and a range of sociodemographic variables. Results: 31.7% of the sample had shown suicide ideation. Significant differences were found depending on: cohabitation unit, symptoms of depression, presence of hopelessness, personal history and being under pharmacological treatment. Living alone is postulated as a stable predictor of suicide ideation (with an OR of 0.403). Together with personal history, symptoms of depression and hopelessness, these factors explain 42.5% of the presence of suicide ideation (χ2(13) = 65.056; p < .001; R2 = 0.425). Conclusions:
The high prevalence of suicide ideation in the clinical population and the risk factors found, confirm the importance of focusing on this phenomenon, in particular taking into account its presence within different problems beyond the diagnostic label and the significance in certain contextual factors (e.g., living alone).

redpajama_set_name: RedPajamaCommonCrawl


text:
Editorial: Extend the pass/D/fail deadline
By Daily Princetonian Editorial Board | Mar 22, 2015
With midterms week, today begins the period during which students can elect to use the pass/D/fail grading option for one class in lieu of receiving a letter grade. According to the University's 2014-15 Undergraduate Announcement, the P/D/F option is in place in order to "encourage exploration and experimentation in curricular areas in which the student may have had little or no experience." The P/D/F option allows students to take classes that interest them in areas outside their comfort zone without the added pressure of the usual grading system and its effect on their GPAs. Despite the many merits of the P/D/F option, however, the Editorial Board proposes that University's existing policy could be improved by extending the P/D/F deadline to the beginning of reading period and allowing students to rescind but lose a P/D/F selection after seeing their final grade in a class.
The current P/D/F selection period, beginning the seventh week of the semester and ending during the ninth week of the semester, largely undermines the University's original intent for the P/D/F option: the encouragement of intellectual curiosity and exploration. When students permanently select the P/D/F option for a class, they no longer have as significant of an incentive to complete the class's required readings, carefully complete problem sets and diligently study for exams. This is problematic because many of the assignments or discussions that carry the most intellectual weight often times occur at the end of a semester when students have developed a thorough understanding of a class's subject material. Risk-averse students who select the P/D/F option are placed in a position where it makes sense to focus on graded courses and ignore their P/D/F course. These students rationally choose to forgo full engagement with a class's most valuable material. A reading period deadline and an option to rescind a P/D/F selection, for many, would change incentives to encourage working diligently in all classes through the entire semester.
The current policy also asks students to select the P/D/F option without complete information. The late assignments that tend to be more rigorous also tend to have a significant impact on students' grades. These assignments have the ability to generate course grades that are much higher or lower than the grade a student receives on a midterm. When the deadline is only after midterm exams are completed, students simply do not have the necessary information needed to make a well-informed decision. In addition, many students in seminars without a traditional midterm exam experience even more difficulty in choosing whether to use a P/D/F since they have little to no way to assess their performance in a class until they receive a grade for a paper or project late in the semester. The Board fears that the early deadline deters students from taking courses with uneven and unpredictable grade distributions. The Board believes placing students in a position to make better informed decisions is the solution to this problem.
Finally, the Board believes that students who elect the P/D/F option and proceed to earn a high grade in a class should be have their achievement recognized. In such cases, the Board proposes that students be given the option to have their grade converted to a letter grade but still have one fewer P/D/F selection available for the rest of their time at the University.
Extending the P/D/F deadline would encourage students to genuinely explore topic areas unfamiliar to them and allow students to make better informed decisions. The Board encourages the University to adopt these measures to encourage intellectual curiosity and improve the overall academic experience for its students.
TheEditorial Boardis an independent body and decides its opinions separately from the regular staff and editors of The Daily Princetonian. The Board answers only to its Chair, the Opinion Editor and the Editor-In-Chief.
Outdated work authorization policies leave international students with canceled Internships, financial burden
The missing perpetrator: An open letter to President Eisgruber


Unit J consists of six artists that renovated their loft into a intimate live music, film screening, and record label located in Bushwick, Brooklyn. They've opened up their home to you for the love of music.
As one of the most intimate, collaborative music initiatives in Bushwick, Brooklyn, Unit J has pulled together some of the best bands they have seen this year to rock the stages at Lantern Hall and Pine Box Rock Shop as part of the Northside Festival 2017 on June 9th!
A mix of rock and folk, influenced by classic artists like Pink Floyd, the Beatles and the good old '90s alt-rock from their childhood is the best way to describe Unit J's eclectic mix of musicians. Highlights include: Belle-Skinner, Hayes Pebbles, Maria Colores (coming in from Chile), Dirty Bird, Dru Cutler, Mizuna, Megg Farrell, and Tongues Unknown.
Dru Cutler recently performed at the Florida Music Festival. Here's an interview with Dru below for you to get to know one of the artists a little more. We talk about how to move from a part-time artist into full-time as well as this hidden gem for music lovers tucked away in Brooklyn called Unit J.
For even more about Drew, you can read his interview about performing at the Florida Music Festival 2017 in Orlando, Florida.
1:00am – Unit J family jam!
Price: $5 admission for both venues! Or FREE if you purchase a Northside Badge!


Biology deals with the study of living organisms. If you were to try to write a research paper on biology, you would struggle to come up with a thesis that encompasses the whole field. The best way to write a research paper on the topic of biology is to write one about a subdivision of biology. There are many subdivisions to consider. These may still be too broad to write a paper on so you may want to write about a single ailment or disease that living organisms have to live with or die from.
Students are asked to write research papers because their professors and teachers want students to do some additional research on a topic that is in the field of study. They want them to research and draw a conclusion about the topic and then prove their conclusion with solid evidence. You will create a thesis statement which is your conclusion about the topic that you are studying and then strive to prove the thesis through continued research.
Here are some topics to think about. They will help you develop an idea of what you would like to write about. Use this list to develop your own research topic.
These are just a few of the many topics that you can write about. A good way to come up with ideas for other topics is to look through the table of contents or index of your textbook. You may be able to find a topic that you are interested in and one that you would like to know more about. If someone you know is suffering from an ailment or has a disorder, this may also be a good topic for research. Not only will you be able to complete your assignment, but you will have a better understanding of what that person is going through.
Finding a relevant topic for your research paper is just as important as finding an interesting one. Be sure to do preliminary research to ensure that your topic has enough supporting evidence to write a research paper on.


This stretch of the Iowa River Water Trail is 72 river miles long and free of dams or portages. It stretches from Sturgis Ferry Park in Iowa City to the Ferry Landing at the confluence of the Mississippi River near Oakville. The route offers paddlers scenic views, abundant wildlife and plenty of sandbars (during normal water levels). The river typically flows at a moderate pace of 3 miles per hour.
Campgrounds are located at Hills Access, River Junction Access and Ferry Landing. All three have restrooms, boat ramps, picnic tables and grills.
Amenities: Sturgis Ferry Park, River Forks and Schwob Access are all located close to cities where a visitor could find: gas, food, grocieries, restaurants and hotels.
Want to learn more? Read the Iowa River Water Trail Master Plan.


Boxcutters, Teaspoons, Jigger, Shaker Classic/Boston, Citrus Juicer, Strainer, Saucers, Rocks Glass.
Add all ingredients to a cocktail shaker filled with ice. Shake vigorously, and strain into a rocks glass rimmed with sugar and filled with crushed ice. Present with mint leaves, dried pears or lemon confit.


In the world of small homes every smart use of space is salvation. Flexible furniture , creative places to store things and functional design is what we need in order to feel comfortable in a little square too. Can be used mounted furniture on the walls or furniture with multiple functions, which means that you get the extra space on the floor and beat the cramped feeling . In order to help today we present you a bunch of good ideas how smart, you can use the empty walls in your bedroom.


'Snake pastor' has continued with his "miracles" after accusing Prophet T.B Joshua of deceiving and tricking him.
stagged and a script was read to him by a woman for him to recite.
forced to say what he said because he feared for his safety in Nigeria.


"Old Man Praying" by Vincent van Gogh, drawn in The Hague, April 1882 in pencil, brush, black chalk and Indian ink on paper.
These prayers are from my daily devotions this week. First, here is a short prayer about prayer I read today in the The Westminster Collection of Christian Prayers.
to be alone with you, the only true God.
pick up my keys — to open your doors.
Second, a short poem of praise for God's creation, including praise for fog, the "gentle mists", seen in the right spirit which was written in Canterbury, Connecticut by a pastor, Philip Jerome Cleveland (1903-1995), it was a blessing to me.
Philip Jerome Cleveland was the pastor of "The Church of the Broken Bell", Westminster Congregational Church in Canterbury, Connecticut from 1945 to 1958. The Westminster Church was established in 1770 and continues to provide a place of worship in Cantebury. The history of this church is here. This poem of Praise is also from the prayer collection, "The Westminster Collection of Christian Prayers," edited by Dorothy M. Stewart, prayer no. 132.4.


text:
Time for Collie to hang up his game cleats for good
DANNY BRIDGES - December 30, 2010 0
It is so easy to tell somebody else what to do. You can always justify it by saying it is in his best interest...
GE creating up to 200 new jobs
Special to Recorder - October 28, 2010 0
General Electric Co. and the Indiana Economic Development Corporation (IEDC) said recently that GE plans to establish a new center of excellence in Bloomington,...
Vote Nov. 2 and break up the tea party
SHANNON WILLIAMS - October 21, 2010 0
On Sunday while my pastor was preaching about stepping in the spirit, he said something that really resonated with me. He said, "The evil...
Love cheesecake? Learn how to lighten it up
JIM ROMANOFFFor The Associated Press - October 11, 2010 0
A love of cheesecake is easily soured when you look at what goes into it. Many versions have 30 or even 40 grams of...
Fever top Phoenix to lock up playoff berth
Staff Report - August 19, 2010 0
With a solid win over the team that denied them a WNBA championship last year, the Indiana Fever have clinched a berth in the...
With a solid win over the team that denied them a WNBA championship last year, the Indiana Fever has clinched a berth in the...
New Information for Victims of Medicare FraudIndiana Attorney General urges diabetic victims to follow up
Special Recorder - July 7, 2010 0
INDIANAPOLIS (June 25, 2010) – Hoosiers across Indiana who have been duped into revealing their Social Security numbers, Medicare numbers and other personal data...
Dr. Height would stand up
Gary L. Flowers - May 6, 2010 0
As the nation mourns the loss of Dr. Dorothy Irene Height, her legacy of principled public policy positions over the past 80 years serves...
Super Shootout Lives Up to Advance Billing
DANNY BRIDGES - April 29, 2010 0
I really did not know what to expect. Quite often when you assemble a number of young, talented athletes in the off season for...


Plan your trip to Aulanko. Start by getting to the destination from your hometown. Then figure out where to stay (like Petäys Resort), find things to see and do (like Hämeenlinna), and research places to eat (like Teurastamo).
What are some good hotels in Aulanko?
Want to research more popular hotels in Aulanko? Click the blue button below.
What are some things to do in Aulanko?
Want to research more popular attractions in Aulanko? Click the blue button below.
Where should I eat in Aulanko?
Here are some places to eat in Aulanko.
Want to research more popular restaurants in Aulanko? Click the blue button below.


Subcategories available under "Software and Servers"
Listings available in "Software and Servers" category Displaying 1 to 4 out of 4 search results.
The Intellogy Content Management System is CMS software for web designers who program websites in ASP, ASP.net, PHP, Flash or XML. More than 30 modules are available. Brand and distribute as your own.
A knowledge sharing script that helps you develops a competitive knowledge sharing site. Let your uses share knowledge and gain more.


RICHMOND, Va. (AP) — Composting is coming to Virginia prisons.
The Virginia Department of Corrections has received a grant of $88,700 to establish a composting program at 18 prison sites with adjacent farms.
The grant from the U.S. Department of Agriculture targets projects that emphasize food-waste diversion from landfills.
The DOC will use the grant to establish a part-time position responsible for developing and implementing the program. Select DOC staff will attend training to become certified compost operators to continue oversight of the program once the grant period ends in 2019.
In 2017, DOC facilities produced more than 16,400 tons of waste. That cost the agency nearly a million dollars in landfill fees.
The composting program is aimed at reducing the amount of landfilled waste and saving money on landfill fees and dumpster rentals.


text:
'Obscene', 'Not fair', 'Not right' - NUIG, UCD and Corofin managers on fixture clash
Kieran Molloy and Liam Silke had to choose between club and college on Saturday.
By Kevin O'Brien Monday 19 Feb 2018, 6:30 AM
Feb 19th 2018, 6:30 AM 9,157 Views 2 Comments
Share40 Tweet Email
Maurice Sheridan, John Divilly and Kevin O'Brien Source: Inpho
IN THE 49th minute of Saturday's Sigerson Cup final, wing-back Kieran Molloy was heavily involved in the NUI Galway move that led to Adam Gallagher's goal.
The decision to spring him off the bench 10 minutes earlier looked like a masterstroke.
Molloy had just completed a madcap dash from Tullamore to Santry when he joined his college mates on the field in the 39th minute against UCD.
Less than 90 minutes earlier, he was celebrating on the O'Connor Park turf with Corofin as they reached the All-Ireland final despite playing almost the entire game with 14 men.
Source: James Crombie/INPHO
Molloy completed the full 60 minutes for the Connacht champions before receiving a Garda escort to Santry where he was unable to prevent NUIG falling to a one-point defeat to the Belfield side.
"It's obscene," NUIG boss Maurice Sheridan said of the demands placed on Molloy. "It's absolutely horrendous.
"We dashed him up the road. He's a heroic type of guy. He loves his club, he loves his university and he's a very honest individual."
Source: Oisin Keniry/INPHO
Molloy's fellow Corofin defender Liam Silke missed the chance to win the title with UCD on the field of play. The corner-back raced forward to bury the game-winning goal in the final minute against Moorefield, but didn't join Molloy up the road to the Sigerson final.
Silke was treated for an injured finger after Corofin's success, although UCD manager John Divilly said he was never going to play twice in the one day.
"Liam was going to travel up if we wanted him to, but I wasn't going to put him in there today. No way," said Divilly.
"Fair play to Kieran Molloy, he was savage. He came in and he played brilliantly. But I wouldn't do that to a player.
"He's after giving an hour's football. It's not fair, I just feel very sorry for Kieran and Liam, and I'd know them quite well."
Liam Silke scores the winning goal for Corofin Source: James Crombie/INPHO
Meanwhile back in Tullamore, victorious Corofin manager Kevin O'Brien bemoaned the situation, which also saw both Molloy and Silke feature for their respective colleges in the Sigerson semi-finals on Wednesday night.
"Very disappointing," he said. "It was unfortunate that the decision was taken out of their hands like that, but UCD in John Divilly and NUIG in Maurice Sheridan – we worked with them well.
"There was a great understanding there between the three camps. The lads played during the week and it was unfortunate that they couldn't play today. It's not right, but I don't make the fixtures.
"(On Wednesday night) we asked the managers to put them only in for a period of time and they did that and I've huge respect for them for that.
"Liam went in for 15 minutes and ended up playing 45 so I didn't enjoy my cup of tea on Wednesday night, but he came through it well and fair play to them."
Source: Ryan Byrne/INPHO
For both Sheridan and Divilly, there was a sense of frustration that the GAA didn't see this fixture clash coming down the line.
"It was flagged three months ago that this could happen," said Divilly.
Sheridan added: "It's a pity that we didn't have Kieran (for the whole game) and it's a pity that the final wasn't allowed to be on a bit later in the day, which would have accommodated him.
"The GAA have to look at that with player welfare and all the stuff that they go on about," he continued.
Divilly was insistent all parties need to sit down and come to an agreement on a proper fixture schedule if the Sigerson Cup is to remain alive.
"If the GAA are serious about this – and there is a new GAA President coming in – he needs to sit down with third level colleges, and I don't mean the third level committee," he said.
"The committee are trying their best but they need to bring us all in and say, 'How can we make this competition survive into the future?
"Okay, it doesn't matter that there weren't that many spectators here – the players love it, the effort, it was savage out there. They all want to participate, they all want to win.
"I hope the GAA learn from the debacle in the last few weeks. Don't start talking about it, just sit down and bring us into a room and maybe listen to the people who are at the coalface and start taking decisions from the ground up."
Big loss for Roscommon as key defender steps away from senior football panel
Off The Mark! TJ Reid hits 1-11 as Kilkenny score first league victory of 2018
<iframe width="600" height="460" frameborder="0" style="border:0px;" src="https://www.the42.ie/https://www.the42.ie/kieran-molloy-liam-silke-managers-3859260-Feb2018/?embedpost=3859260&width=600&height=460" ></iframe>
Email "'Obscene', 'Not fair', 'Not right' - NUIG, UCD and Corofin managers on fixture clash".
Feedback on "'Obscene', 'Not fair', 'Not right' - NUIG, UCD and Corofin managers on fixture clash".
'Obscene', 'Not fair', 'Not right' - NUIG, UCD and Corofin managers on fixture clash Comments


text:
Monumental Achiever, Sylvia Rossouw, has made an Incredible Mark in Fine Art and Architecture, Locally and Abroad
A professional in the fields of art and architecture, Sylvia Rossouw has collaborated on numerous projects as well as exhibitions. As a result of her incredibly hard work, she has earned numerous awards and distinctions. Her energy and work ethic are fueled by her enthusiasm for the arts. The talented artist was a category winner in the Apple Arts Awards that were held in South Africa. In September of 2021 the exceptional artist was given the opportunity to collaborate on a project internationally called La Lunigiana e la sua Anima Etrusca� at the Biennale Internazionale Dell' Etruria, Della Rinchiostra, Pamphili, and Massa (MS) under the curatorship of President Quirino Martellini.
Community Attributions
Sylvia Rossouw is invested in her community and tries to contribute as much as she can. Some of her earliest exhibitions were staged in her region of Western Cape, South Africa, to show her affection for her community. At the KKNK Annual National Arts Festival in 1994, she had a solo display at the Civic Center. Another solo exhibition was staged the following year at the International Green Architecture Conference. Among the many group projects she was a part of, she participated in a fundraiser auction called Shhhhhh! in 2014. On Nelson Mandela Day, she also took part in a community-wide mural project at the library. She became a part-time lecturer for a variety of architectural and design disciplines at Cape Province University of Technology (CPUT) a year later. In 2018 and 2019, she served as a mentor to other aspiring architectural candidates as an inspiration.
Road to Becoming an Exceptional Artist
Outstanding talent Sylvia Rossouw studied at South Africa's Nelson Mandela University. She received her Baccalaureus in Building Arts from the university in 1994. She received her Baccalaureus in Architecture four years later. She persisted and earned her Master's Degree in Business Leadership from the UNISA School of Business Leadership in South Africa in 2008. In 2014, she received her Baccalaureus in Fine Art from the University of Cape Town.
Regarding the Future
Sylvia Rossouw Studio is where Sylvia loves to spend her personal creative time. Her professional art studio is located outside Franschhoek, Western Cape South Africa where all of her video stills, paintings, and installations can be seen.
Past shows: …..Aldila Beyond the Obvious� at M.A.D.S. Gallery, Milan and Fuerteventura, 22 October 2022, which was be under the curatorship of Art Directors Carlo Greco and Alessanda Magni.
Future shows….She will be showcasing her work at 2 x international exhibitions, at M.A.D.S. Gallery Milan and Fuerteventura, during November and December 2021. "Hysterica" will open on the 19th of November 2021 and "Sacrifice" will open on the 16th of December 2021, in both Milan and Fuerteventura, simultaneously. For the year 2022, she plans to stage another solo exhibition and start work on an NFT project that will power the collective platform #ARTforCHANGE.
Lucy Lacoste Gallery celebrates Suzuki Goro's 80th anniversary with exhibition
Getty Museum acquires Gustave Caillebotte's iconic Young Man at His Window
Van Gogh, Caillebotte set records at NY Impressionist sale
Christopher Walken destroys Banksy painting on BBC comedy show
Hindman achieves highest sale total in its history for a various owner Books & Manuscript auction
Exhibition presents highly energized circle, square, and diamond shaped paintings by Gary Lang
Excellent results for early American furniture, silver, flags, and more at Freeman's
Columbus Museum of Art exhibition uncovers Vincent van Gogh's creative process
Exhibition presents ten new paintings and nine new works on paper by Brice Marden
World record price for Luigi Querena
Two exceptional private collections lead Bonhams Modern British and Irish Art sale
The Winter Show announces exhibitors for 2022 fair returning in-person to Park Avenue Armory
Yale University Art Gallery and Yale Center for British Art co-acquire painting by Kehinde Wiley
Egyptian artist Ahmed Morsi opens first solo show at Salon 94
Young Concert Artists is back, with a superb pianist
Zadie Smith's first play brings Chaucer to her beloved northwest London
Art on the Underground presents 5 more minutes, a new commission by Joy Labinjo at Brixton Underground station
1925 Bentley 3 Litre Dual Cowl Tourer for sale with H&H Classics
Koller Auctions to offer a wide range of attractive modern & contemporary works
'Ugly history': Battle to restore iconic Japan brothel building
Menil Drawing Institute presents Marcia Kure Wall Drawing
Juilliard stages an Orpheus rarity from opera's early days
In 'Nollywood Dreams,' a star and an industry are born
'Like queens': Divisive legacy of Senegal's women traders
How To Choose The Right Card Game For You At A Casino
Best Blog Writing Services
11 DIY Arts & Crafts Idea for Home Decoration in a Budget
How to Look Fabulous in Crossover Leggings!
The best fashion finds for your body on the go!
Tips for Shopping for Plus Size leggings and Joggers
What Is CBN And What Are Its Effects
Choosing the Best Tabletop Material for Your Standing Desk
Famous Artists That Love To Gamble
The Importance of Hiring an Auto Accident Lawyer
Possibility for Americans to Take Out Instant Loans for Bad Credit


text:
SEG project praised in BBC R4 programme on Sustainability
The work of SEG members on the River Severn was described as "amazing" today by a reporter on the BBC's flagship 'Shared Planet' series on Radio 4.
Hosted by Monty Don, the programme explored the issue of "What is Sustainability" with experts including Jonathan Porritt CBE, British environmentalist and author, and Pavan Sukhdev, Founder-CEO of GIST Advisory and Visiting Fellow at Yale University.
The episode also featured a detailed insight into SEG's work on the River Severn and its restocking projects in Europe.
Full details of the Shared Planet series and the latest episode can be found here


Jaun and Mitch did a great job for us and we would definitely recommend and use them both again.. They were both efficient polite and respectful to us and our property Very good ambassadors for the company. (1002025).


Mold Removal Express' mold testing services are conducted by a NACHI & Lab Certified Technician. The service is a scientific and visual analysis to determine if your property has a mold contamination. We are proud to help our clients with fast, accurate and affordable information about possible mold in their homes and buildings.
A brief visual inspection of the suspected mold contamination area.
A brief discussion with the client about the circumstances and possible causes for the possible mold contamination.
Two mold tests (client's choice of either air samples or surface samples).
Additional samples available at an additional charge.
Detailed mold test results delivered via email typically within 2-3 business days (rush orders are available).
This pricing is valid for mold testing in the Denver area. Our testing services are offered in Northern Colorado and other surrounding areas, but the cost may vary.
If you suspect mold in your property, it is imperative that you schedule Mold Removal Express for a mold test service in Denver. Getting your home tested for mold will allow you to ensure that you and your family are safe from the hazards that mold can present. Our air/surface sample based, lab tested mold results are accurate and can be expedited in emergency situations.
Mold Removal Express specializes in working with properties that are involved in real estate transactions. If your home inspector flags a property you are buying or selling for possible mold, we are here to help! We can work with you and/or your real estate agent to make the test happen quickly and with the best chances of keeping your deal together!
What happens if your mold test Denver comes back positive for a mold contamination? While having mold in your property is not the news that you want, it is easily and affordably correctable. Mold Removal Express offers Spot Treatment mold removal from $650 for contaminations concentrated to small areas. Fogging Treatments are available for crawlspaces, attics and larger contaminations and are priced from $2,600. Regardless of the contamination size, Mold Removal Express can help quickly and affordably remove the mold hazard from your property. Plus, all of our mold remediation treatments are 100% guaranteed. Learn more about mold removal treatments here.


text:
1 Provincial Senator Is an All-Inclusive Trailer Bringing New Meaning to Luxury Camping 2 Leave Your Mark on the Landscape With a Turnkey and Australian-Infused Robson XTT Camper 3 Adventurous Couple Converts Transit Van Into a Functional Camper for $20K 4 $172K Fully-Fitted Kruiser T-Class Off-Road RV Is in a Category of Its Own 5 Little Guy Max Is a Light Teardrop Trailer Offering a Well-Designed and Versatile Space
This Chrysler 300F's Six-Decade-Long Wait for a Hollywood Role Ended on YouTube
The first thing that comes to my mind when looking for a sturdy camper is Australia – after all, to enjoy their vast country properly, Aussies need to come prepared with rugged vehicles. And they have done precisely so – one of the brands I recently discovered is Royal Flair Caravans. Let's look at one of their campers and see how it fares against other RVs out there.
The Raptor Off-Road Trailer Camper Blends Luxury With Impressive Toy-Hauling Capabilities
Home > News > Coverstory
Mircea Mazuru
Royal Flair Caravans was founded in 1975, and it follows a simple mission: "Arrive with Flair, Stay in Luxury." With more than 70 years of experience in the industry, it produces high-quality caravans for the Australian Market, with an emphasis on interior details.
The company has a wide range of mobile homes with varying sizes and functions - their latest caravan is the Raptor, which blends luxury with the versatility of a toy hauler. There are eight floor plans available, but today I'll be looking at the Raptor 16'6, the second largest setup for the vehicle.
Before we go any further, let me tell you about pricing, as it's usually a significant buying factor. According to Caravan Camping Sales, the Raptor pricing starts at A$110,520 ($76,944), although this is for a smaller floor plan. Unfortunately, I couldn't find any information on the floor plan I'm discussing today, although you can expect it to be more expensive. What's more, Royal Flair Caravans only has dealer locations throughout Australia and New Zealand, but if you're really keen on getting this camper, you might be able to sort out a solution with the company to get it shipped to your location.
As you might have guessed from its name, this Raptor version measures 198" (5,030 mm) in length. It boasts a 92" (2,325 mm) width and a 104" (2,650 mm) height. The RV tips the scales at 6,239 lbs (2,830 kg), with an ATM (Aggregated Total Mass) of 8,113 lbs (3,680 kg). It's designed to fit two people comfortably, so if you're looking to hit the road with your partner or your friend, keep reading to see if this is a good fit for you.
The Raptor sits on a galvanized steel chassis and features a fiberglass body – this material provides a win-win situation for both manufacturers and customers. Because it is versatile and easy to shape, manufacturers can give the vehicle an aerodynamic design with a lighter weight than other materials. Furthermore, it'll have improved stability and fuel economy. But perhaps the best part about fiberglass is that it's extremely strong and durable, able to withstand harsh elements with little maintenance. If you get your hands on a fiberglass camper, you can rest assured that, with proper care, it will probably outlive you.
You'll discover an Alko Enduro X airbag suspension, which will make parking on rough terrain a breeze. It's connected to 16-inch wheels featuring 12-inch electric brakes. Let me tell you what else you can find on its exterior.
The Raptor comes equipped with a Thule electric awning, which perfectly covers the trailer's side – that's also where you'll find some storage spaces and a picnic table, and you can opt for a BBQ or kitchen slide-out. Toward the front, there are two gas bottle holders, along with some extra storage boxes. You can also upgrade with stone guards, which are especially useful to protect the gas canisters. Other notable details are the checker plate panels and an outdoor shower.
But perhaps the best part about the Raptor's exterior is the large fold-up tray at its rear, which can be lowered electronically. Hidden away behind it are some little storage boxes and a spare wheel, a must-have for off-road exploring.
If you're a quad or dirt bike enthusiast, this feature will surely come in handy, as you can easily strap them there and embark on an adventure. Otherwise, multiple bikes can also be attached, or you can simply use it as storage. The trailer also comes with a roof rack and a customizable rear ladder, and you can go for an additional roof storage option, ideal for kayaks, dinghies, or fishing equipment.
But enough about its exterior, let's see what you can find inside - the Raptor boasts a modern look with a white aesthetic blended with wooden elements. As soon as you enter, you'll notice the bathroom on the left. It features a small sink, a mirror, cabinets, and a decently sized shower cabin. Royal Flair fitted the Raptor with black fixtures, bathroom included, which offer a pleasant contrast to the white interior.
The kitchen is divided into two sections, one on each side of the trailer. It comes with a gas stovetop and oven, a large sink, and a bunch of cabinets, both above and below the counters. There's also a sizeable fridge complete with a freezer and a massive pantry that can double as a wardrobe if needed. The countertop space is a bit cramped, but it's probably enough to prepare food for two. What's more, the wide window allows you to cook and take in nature's view, and it also lets a bunch of light shine inside.
You'll discover the lounge area is located toward the rear of the trailer – it features a leather upholstered sofa with a retractable swivel table in the center. This space also doubles as a bedroom, and the transformation is straightforward. You don't even have to start moving the cushions, as the conversion happens at the touch of a button. The electronic mechanism allows you to quickly lower the mattress and set up the bed, leaving enough room for you not to feel cramped.
As I mentioned earlier, there are many floor plans for the Raptor – the one I presented today sleeps only two. Other variants provide additional sleeping spaces in the form of bunk beds, and the amenities can be arranged differently. That's a nice thing about Royal Flair Caravans – you can find the setup that best suits your needs.
What's similar in the multiple versions of the Raptor is its equipment and utilities; many systems make mobile living more enjoyable. You'll discover 12 V and USB sockets both outside and inside, which are powered by a 200 Ah battery pack connected to a 2600 W inverter. Going off-grid is possible via the two roof 200 W solar panels, and the roof A/C will help keep the air nice and fresh inside the trailer.
The Raptor is fitted with three water tanks, two of which are 17-gallon (65-liter) and a larger one of 25-gallon (95 liters), while grey water is stored in a 16-gallon (62-liter) tank. A gas/electric water system allows you to enjoy a hot shower, which we all know how great it feels after a long day. Moreover, the trailer offers other methods of unwinding – for instance, you can blast some tunes on the internal and external speakers or sit back and watch a movie on the 24-inch TV.
The multiple decal options reflect the RV's name and are nice touches that might attract a few curious looks. For instance, there's one featuring claws and claw marks on the trailer's side, along with a picture of a dinosaur on the front.
Overall, this trailer camper will offer a premium camping experience. Admittedly, it could boast more features, but it's certainly enough to enjoy life on the road, although its cost might prove a bit too much for some. However, if you're looking for a better-equipped, all-inclusive trailer, you can take a look at another Aussie vehicle I recently covered, the Provincial Senator, which sits in the same price range.
You can check out more information about the Raptor, its floor plans, or other Royal Flair caravans on the brand's official website. There, you can also take 3D tours to understand the interior arrangements better.
Editor's note: This article was not sponsored or supported by a third-party.
Royal Flair Caravans trailer Camper RV Lifestyle WEEKEND off-road off-grid
More Coverstories:
This Chrysler 300F's Six-Decade-Long Wait for a Hollywood Role Ended on YouTube These Electric Retrofit Kits by Renault and R-FIT Raise the Question "Seriously, Why?" This $20K Tiny House Was Built by a Daugther and Her Father To Escape the Mortgage Debt Range Rover SUVs Look Way Posher With the Latest Aftermarket 'Shoes' on Display What Is the Fastest Tesla in 2023 Skyted, PriestmanGoode Develop Voice-Absorbing Mask for Digital NomadsSee all coverstories


text:
Tag: narrative designer
Episode 434: Xalavier Nelson Jr.
Tagged as: An Airport for Aliens Currently Run by Dogs, El Paso, entrepreneur, game developer, Hypnospace Outlaw, narrative designer, Space Warlord Organ Trading Simulator, Strange Scaffold, Texas, Xalavier Nelson Jr.
https://cdn.simplecast.com/audio/20181fbd-7d36-4dca-97fc-d48d9dea8a64/episodes/06c8bc42-ceb3-4de6-92f8-67924a1d60fc/audio/744432a5-43d5-479c-ba81-50f3ed3bd0e8/default_tc.mp3
Xalavier Nelson Jr. is a creative director, award-winning narrative designer, and game developer located in El Paso, TX.
In the early 90s, there was this show on ABC called Phenom about a tennis prodigy. If Hollywood were to reboot that for the digital age, Xalavier Nelson Jr. would no doubt be the star of the show. His body of work rivals those of people in the gaming industry for decades!
We kicked off our conversation talking about his studio, Strange Scaffold, and he spoke about several of the games he's either worked on or created, including An Airport for Aliens Currently Run by Dogs and the popular 90s Internet nostalgia title Hypnospace Outlaw. Xalavier also talked about his newest game, Space Warlord Organ Trading Simulator, and he shared how his work as a pre-teen game journalist helped him become a narrative designer. Xalavier's prudent vision for finding better, faster, cheaper and healthier ways to make video games is so important, and I think that if he's making waves like this now, just imagine what he'll do in the future!
Strange Scaffold
Strange Scaffold on Patreon
Strange Scaffold on YouTube
Xalavier Nelson Jr. on Twitter
Maurice Cherry:
All right. Tell us who you are and what you do.
Xalavier Nelson Jr.:
Hello. I'm Xalavier Nelson Jr., I'm a studio director at Strange Scaffold, a frequent writer, narrative designer, collaborator, working on dozens of things. I've worked on over 60 games in the past five years. And now my current mission is not just finding new and exciting ways to collaborate with people at my own studio and at the studios and projects of others, but also finding ways to advocate for making games better, faster, cheaper, and healthier than they are currently assumed to be made.
How has 2021 been for you? Have you learned anything about yourself over the past year?
I think one of the primary things I learned over the past year is just how much I cared about production. I do love telling stories. I do love of putting things into a video game. I love creative content production. Writing a killer page or scene is a thrilling experience, but when I look at the things that consistently get me out of bed in the morning, that make me passionate about waking up and getting to work and collaborating with other people, it's getting into the nitty gritty of how something comes together.
The scope of a project, defining, reducing, and defining that vision of a project and how it's accomplished in very calculated ways. The exercise of finding new and interesting formats and arrangements for artists coming together to build things together, that makes me feel alive. And so exploring those paths myself, sharing what I find along the way, and as much as I can, opening those doors for others is something that I've discovered I love. Now my mission is finding ways to do that again and again and again, as consistently and healthily as possible.
Have you thought about what you want to accomplish for this year coming up for 2022?
I think the big thing I want to accomplish is, we've talked about this in a few forums thus far, but Strange Scaffold is moving into publishing and to have at least one of our published signed projects come out. And the exact thing that the developer wanted to bring into being hopefully substantially de-risked and shipped at a scope and form that made the project better while also making it something that they could accomplish without destroying themselves in the process. That's something I'm really excited to do.
If we establish ourselves by the end of 2022, as having a perspective that allows us to not just develop intriguing things in unexpectedly small or efficient packages, but provide those resources and that perspective to others on a consistent scale and timeline, I'll be very happy. And it's by all indications that were well on our way to already accomplishing those goals.
That's good. Congratulations on that.
Let's talk more about your studio, Strange Scaffold. First, I want to know how you came up with the name, but like, I just want to hear more about how you started it, how it's going, things like that.
I started Strange Scaffold primarily as an engine for exploring what happens when your explicit goal for a studio is not to build a dream project, but instead to bring as many things into the world as possible in a healthy, consistent and efficient manner. So exploring how, defining the structure of your game ahead of time and considering that to be set in stone and improvising within those lines and constraints that you've set, essentially putting a strange scaffold in place. And then making an interesting thing in between that foundation, that was the starting point.
And it pretty quickly evolved from bringing that perspective to the projects of my clients, to bringing that into projects that I originated and directed, and now sharing those resources that we built to make games in that very specific way with other developers who also want to make incredible things, but not ruin their lives in the process. Because we have so many examples of the desire or dream of what a thing could be running someone into the ground as they pursue a path towards it.
And I feel like game creators and really creative professionals of all forms deserve the right to pursue and contain the same joy in their working processes that they seek to deliver to their player, users and audiences on the other side of that creative process.
Now, I'm looking here at the Strange Scaffold website. I see you've got three games that are showing here.
[crosstalk 00:08:31] finished by the by.
Okay. All right. I see you've got El Paso Elsewhere, you have An Airport for Aliens Currently Run by Dogs. I think I heard about that also on Kotaku. And then Space Warlord Organ Trading Simulator. Those are some pretty interesting names for titles. And I like that each one of them is very different. You're definitely trying to, I guess, tell different stories with each of these games, it looks like.
Yeah, the idea is, again, nothing that we bring in into the world will be perfect. We are flawed human beings doing the best we can to bring encapsulations of our souls into being, that process is going to get a little messy. So coming from the starting point of none of these things is going to be perfect, but how can they be interesting? How can they be built in a way that is itself joyful? And how can they deliver and experience you couldn't get anywhere else, is something that we want to explore in as many ways as possible.
So sometimes that takes the form of an inherently joyful universe, a first person open world comedy adventure game like An Airport For Aliens Currently Run by Dogs. Sometimes it's a sci-fi body horror market tycoon like a Space Warlord, which at the time of this publication will have come out pretty recently on Xbox Game Pass and Steam. There's a lot of ideas pinging around our heads and finding the shortest point from A to B to express those things and move on to the next project that allows us to deliver the next piece of our souls is my priority.
Now, the first time that I heard about your work was through a game that currently out. I played it on the Switch called Hypnospace Outlaw. And that is such a unique… I'll put it like this, the Switch often has very unique games. That's one reason why I really like the Switch over say PlayStation or Xbox. But Hypnospace Outlaw really for me, just hit that sweet spots for early internet nostalgia, like the late '90s, early 2000s Web 1.0 aesthetic, just like, "Oh, I loved it. Love it so much." How did you get involved with that game
As a teenager actually. I met Jay, as in Jay Thole, the creative director of the game when I was a teenager playing an early version of one of his previous games. Dropsy. Dropsy is a game about a misunderstood, horrific-looking clown who wants nothing more than to bring joy and love into the lives of the people he meets, no matter how much they despise and/or fear his initial appearance. And playing that game, delivering feedback that he took into consideration, and I saw coming to being in the next versions.
And coming to understand how myself and Jay Thole are both Christians. I've been raised around a lot of Christian media, which tends to have mixed results, and finding something that was such a perfect encapsulation of what is intended to be the spirit of the faith, sacrifice and deep unconditional transformative love. And how that could be conveyed in a game about something else entirely different, when all I've been raised around was for the most part art, where the only thing that justified its existence was that it had a Christian label or would uphold dogma.
That changed my life, changed my perspective, had a huge impact on me. And we stayed in touch, continued to bounce off each other creatively. And when he revealed Hypnospace Outlaw and continued to go down the path of developing it, eventually he was kind enough to bring me aboard and I got to directly collaborate with him and the rest of the team as a narrative director to serve a double purpose. The first being, writing a whole lot of stuff and doing a lot of narrative design to convey the themes and stories that they wanted to tell in that world.
But also how to structure those stories in the game flow and progression such that it delivered those themes and made a game of infinite scope. Because when you're simulating the internet, you can just keep going forever, finding a way of taking existing material and material yet to be created in creating a flow that made it to where we could make all of these things within a human lifetime, in a way that was faster, cheaper, healthier, and more efficient than we originally considered in my it even be possible to do so. We ended up pulling it off.
It got rave reviews, it got nominated for a lot of awards. I'm still friends with the team and we still talk about potential collaborations in the future. So as much as you can judge a collaboration be successful, I certainly am happy with what happened coming out the other side of that.
I'm glad that you unpacked a bit about what narrative design is, because that's what I was about to ask. But as you put it, it's not just, "Oh, we're writing the dialogue," but you're also looking at how that fits into the overall structure. So it's like writing and almost producing and directing all wrapped up in the one, it sounds like.
It depends on the role, when you're a narrative lead, it certainly gets more into the structure and vision of the overall project as well as potentially managing elements to accomplish that. But narrative design, being the practice of looking at all aspects of a games experience to tell a story. And then collaborating with people to bring that into being as opposed to a writer, which in many teams can also hold narrative design duties, but their primary job is to write dialogue, write things that will be depicted as text on the screen.
It's a big part of the ambiguity here, because there is a lot of overlap, but there's very distinct ways in which if you have a killer writer or a out of this world narrative designer, and you put them in a position to focus on their particular intersection, it can genuinely transform the way in which a game comes to life.
Now, the game that you've been working on that just came out recently, Space Warlord Organ Trading Simulator. I love have to hear the inspiration behind that. Just from the title alone, it sounds a lot to digest at once perhaps. No pun intended.
The pun is very much appreciated though. The inspiration point, it's twofold and there's a lot of different rabbit holes that can be taken. But at its basis for warm, I was sitting in a doctor's office, a man not wearing doctor's clothes walked in, closed the door behind him and said, "Well, I'd like to see my insides." And in that moment I had one of two decisions. The first was, do I run and get out of here and start screaming? Or two, do I keep going along these lines because whatever happens, I'm going to get an interesting story out of it?
And I ended up going the story direction and I didn't end up getting murdered. Turns out this was a nurse practitioner, someone who was in process of doing their rounds and I guess accomplishing their residency and they needed practice with ultrasound machine. So I got to watch my heartbeat, my lungs breathe in and out, my liver function, and being connected to the tangible reality of the invisible processes that made up my life. Every moment of every day was such a point of perspective, of being exposed to something bigger than yourself.
It sounds odd, but looking inward can be as perspective-broadening as looking outwards. So looking at this marvelous, complicated fleshy machine that we are and seeing it working had a big impact on my perspective. So, years later, that ends up culminating in a game about buying, selling, and trading the one thing everyone has and needs in a strange and evolving universe, organs. Because if there's anything that is as large as space or the universal language of commerce, it is how much our equations of value or inherent value change as soon as you slap a dollar sign on something.
It can be a plush beanie baby, it can be a green piece of paper that says one on it, or it can be a human heart. But as soon as you assign and agree upon a shared belief and value, the world changes in some small and inexplicable way that is very hard to reverse once it happens. And exploring those implications has been a very fun and hopefully compelling… Has been a very fun process that I hope has resulted in the compelling result.
I don't know why for some reason, when I first heard the name and then I saw it on Steam, and we'll have a link to it down in the show notes so people can check it out. I saw that and the first thing I thought of was Spaceballs. Have you seen Spaceballs before?
I am familiar with Spaceballs, but I've never properly seen it.
Okay. That's your homework, you have to see Spaceballs. I want to see what you think about it-
… after you watched it, but-
Putting it on the list.
… I don't know. I saw it and for some reason it got me to thinking about that movie for some reason, even though I'm sure the game is not… Spaceballs is clearly a parody of Star Wars, but your game is not a parody of anything, but for some reason my minds made that connection. I guess, because it's space and it's trading and all this sort of stuff. But what does your process look like when you're creating a game? Because as you're explaining both this game, as well as the games that are currently on the Strange Scaffold website.
It seems like you put a whole lot of thought into like the ethos and the soul of what the game is about and less about maybe the final product with graphics and all that sort of stuff.
Yeah. Going into the process of how a game or any creative production comes into being is potentially very complicated, but I do try to think of any creative work, which I embark upon. I've worked in comics, I've worked in other mediums, sometimes in forms that I can't talk about because of NDA. But I've worked in a lot of different mediums, communication styles, genres, and the thing that binds my approach to all of them together is a sense of what brings this to the finish line? And how does every piece of this experience reflect the perspective which birthed it?
So the term I like to use for this idea is a prism. Ideally, at least when you're working on tightly scoped projects, filtering every element of the game through a central prism or perspective. Following those logical conclusions, those leaps of perspective that are grounded because they remain in the same foundation. That drives everything in terms of how I at least approach the directing process. So in An Airport for Aliens Currently Run By Dogs, the question emerged inside of the team at the beginning of the project, how do we handle currency?"
How does the player get more money? How do they spend money? How is money and currency represented? And at that moment, I took a step back and I thought about it for a moment and I said, "There is no money in this game," because the prism, the perspective of the game world is what does it look like for a truly utopian society run by stock photo dog? A universe that is inherently joyful and cares about you specifically. A game that's playing with you as much as you're playing with it. How does it communicate with its players?
What are the elements of its world? What is the logic it runs upon? There's a lot of interesting things you can do with currency or money in that world, but for me in that moment, the truest reflection of the world we wanted to create was one where dogs don't care about money. A dog isn't going to not give you a ticket to a FOBO just because you're $1 short. If anything, they're just going to give you the ticket or they'll give you 50 tickets, just because you asked for it. Because they want to be helpful, because they want to see you happy.
Because your joyful existence is more important than exchange of goods and services. Following decision processes like that, of what is this world attempting to express and how is it communicated through every layer and element of the game has become an essential piece of any of my work whether I join as a director or as a contractor. So I really value at this point, the idea of cohesion and how much agency I've been allowed in my different assignments to bring that perspective to bear, because sometimes you don't have that ability.
You can run into a project or string of projects or a career of projects where not only are the products disjointed, but your ability to bring any unity to them is nearly absent. So there's a mixture of skill and execution here, but I'm also just deeply thankful that I've been given the opportunity and specific scenarios in which my skill in this area has been allowed to shine.
That's interesting when you say that about the dogs not needing money, because I guess, yeah, that makes sense. But to have no currency, what about treats? I don't know. I guess it's your game, but I'm curious when you said that about the money, that does make sense now that you've pulled back and really explained it in that way. Because what are they going to spend it on? Is there also a supermarket run by dogs? How does that all work? So I get that.
And the dogs would just give each other stuff at the supermarket if they have it [crosstalk 00:23:27]-
There's different tree treatments you could do of this definitely. There is a world where there's much harsher dogs. There are dogs who do demand things in the game. A lot of it is a straight up barter in the project as opposed to using an abstract concept like money. But all in all, yeah, at every single step we ask, "How would this work in a joyful universe? How would this work if dogs were deciding how this should function?" And in many cases, the solution was one that was more kind and more interesting than anything that existed in the real world.
And that caused a moment of reflection, at least for myself, whenever that occurred in the project for even how rarely we get the opportunity to imagine a better world. It can be very cathartic to create work that allows you the opportunities to explore that because Lord knows with the 24-hour news cycle, it can be difficult to bring yourself to that point when you're scrolling through Instagram and it feels like the world is on fire.
Yeah, that makes sense. So I want to switch it up here, but of course we're hearing about you as a game developer, studio owner, narrative designer, but I want to know where this all originated from. So tell me more about like where you grew up.
I grew up all over the place. I was a military brat and that perspective in itself traveling so many different places seems so many different perspectives and cultures, has been in a massive contributor to me becoming who I am.
Can you talk about some of the places where you grew up?
Yeah, I was in South Korea, I was in Italy, I was in Germany, I was all over the United States. And I'm now based in the Southwest, El Paso, Texas, so been a lot of places.
Okay. Now I guess while you're of course traveling all about with your family because of being a military brat, did you get to experience just a lot of different design and tech and all that sort of stuff growing up?
Yeah. And to top it all off the fact that my dad was so interested in tech when I was growing up, had no doubt a massive impact. One of the earliest photos that exists of me is I am an extremely chubby baby sitting on my dad's lap with a unplugged controller in my hand, wrapped attention towards a screen that isn't in the frame while my dad is looking towards the exact same thing, because I thought in that moment that I was playing the game right with him. And in a sense I was, and now, I send him free video games. So, it all works out.
Do you know what game it was that your dad was playing?
No, but I do remember certain games for my childhood in a lot of different contexts.
Oh, like what are some of those games?
One of the big ones was Morrowind.
My dad played it on the original Xbox, the first console with a built-in memory. And he played hundreds of hours of that thing. And I would watch him be enthralled by this world and I, of course wanted to be like my dad. I was like, "Can I play? Can I play? Can I play?" He finally let me do it. And I was like, "Yes, I'm in the world of Morrow ind. I have read this manual from cover to cover dozens of times."
And I make a little bit of head way through the game, not really understanding it because it's a more classic RPG and still having a good time with it, but not really understanding what I'm seeing. I save my game and I log off, a few hours later, I hear this on earthly moan. I walk into the front room and there's my dad just staring at the screen, because I have overwritten his hundreds of RSAs with all the armor and all the weapons and [crosstalk 00:27:36]-
… with almost half of his own everything with my misspelled main character in his underwear in the middle of the town square that you first get to. And he was like, "Did you do this?" And I was like, "I do what?" And he explained to me, "You deleted my save." I was like, "Oh, oh no." So he went back to it, and if anything, he went back to it harder than last time, it was like the Rocky training sequence, I was so proud of him. He put a blanket over his head, he put a blanket over the TV, he went for it.
He'd work, he'd come home, he'd get it in because he is a good dad. At some point he says, "Yes. Okay. You can play again." And I start a new game and I get a little bit of weigh in, and I meet an elf who I really hate. He's just a real son of a bitch. I close the game and I come back out, and it's very rarely that I've seen my dad look defeated, just deflated as a human being nothing inside of the husk, that is his body. But he was sitting, he didn't even, there was not even the sound or really a conversation, he says, "Was this gone?" And he just like Sisyphus was rolling the boulder up the hill again. And he-
Oh, what, you saved over it again.
Yes. I believe [crosstalk 00:29:03].
Oh, my God.
The third time he didn't go for it as hard, I think he knew what was coming. Eventually, I asked him, "Hey, can I play the game?" And he is like, "Are you going to delete my save?" I was like, "No, I know how to do it this time. I've seen you save, I've been watching. I know how to do it." I didn't know how to do it. I deleted his save again. And when he stopped playing it in defeat, he's never turned to that game ever since. I lost interest because it was cool because my dad was doing it. So lesson of the story here is, one, this is on him because he shouldn't have kept letting me play it. And two, it's even more on him because he never showed me how the save menu worked. You can tell a five-year-old how games saves work.
You can explain the concept. I've thought through this for years now, there is a way five-year-old me could have been told about how save games worked. But that process was not undergone, and so consequences were followed and I do feel very bad about it. Every time I can't log onto my Xbox because he is using the console profile in a different location to have access to my game pass. I'm doing my little bit to pay back the horrible price I incurred by destroying his dreams early on.
That's a good son, that's what a good son should do. That's good to hear.
Although now I feel completely old now that you mentioned Morrowind. I was like, "Jesus." I was in college when Morrow ind came out. I remember the game though, I probably didn't get as far as you did though. When did I start playing? Not in 2002 certainly. Probably like in maybe '05, I think I had an Xbox then. And I don't know, I could never get out the first town. I kept getting killed by rats and I was like, "Eh, forget it."
Yeah. Because it had a D and D chance to hit. So you would hit it and you wouldn't know, you'd have to look in the bottom left corner of the screen to be like, "You missed. You missed, it's before."
Exactly. That's not all my fault. So no, I.
What we're learning in this episode is that abdication and responsibility is good actually. It was my dad's fault, it wasn't your fault. It was Morrowind's fault. We can always find someone to blame and that's the real takeaway of today's show.
All right. And speaking of that, when it comes to games, you first got into, well, it sounds like you first got into the gaming industry as a games' journalist as a 12-year-old. Is that right?
Yeah. Pretended to be an adult.
You got to tell me how that happened.
That's the story in a nutshell, I was 12 years old. I found out that games journalists get games for free. I thought, "Oh wow, there it is. It's the perfect job, free video games." And I, as a very driven and precocious young man, pretended to be an adult and somehow I got away with it, and that started what has now been a… Oh, it's been over a decade in the industry. And people I met back then I have since worked with, and I'm now colleagues with, and everyday I am thankful for not just that journey, but how clearly I can see the journey at every step in my life. I can see the impact that God has had in directing that path, whether it was good or bad, everything came together to produce the person I am now, and the perspective I have.
And so much of what I'm trying to do is without having to go through similar pain in part, any of the things that I've learned or discovered along the way to the people that I meet, if I manage to… I think it's really important to put on your own air mask before you assist other passengers to use an airline reference or metaphor. But I also think none of this stuff really matters if it only goes to benefit me. If I just, even if I make hits, if these games come into the world and all they do is make money.
Money is important, it pays bills, it allows for agency and freedom and a quality of living that's important and aspirational. But if I work with someone and they don't come away having learned something, if I come away from working with someone and haven't learned something, if I am not through my working processes, enabling the people around me to do their best work in the healthiest environment possible, it doesn't matter what we've produced, because the purpose of making that thing has already been lost. What point is a perfect game, If you lose your soul along the way? Or if you never make another thing again.
I was curious to know, as you started out so early in this industry writing about it, reviewing games and such, did any of your colleagues know that you were that young?
From what I understand, most didn't and I don't know what that says about either my skills for disguise or about my industry in terms of maturity level, but yeah, I somehow skated by.
Do you think that your work as a journalist really helped you out as a narrative designer?
I think the work I did as a journalist helped me as a narrative designer in a few ways. The first is, I did all of my professional bad writing very early. I got all the bad words out, hopefully, so now I can write good stuff. But the second major thing that I think about in terms of journalism is, when I got older and really leaned into attempting to understand artistic intents and artistic processes and how and why things came to be, or when the creator intended something, why that didn't emerge onto the screen. And the things that led to that course of events, that gave me an inherent empathy for the people I would come to work with as well as an ability to examine, what was something trying to communicate?
Like reverse engineering, what was something trying to communicate and how, and what pieces of an experience didn't contribute to that process, led to me now attempting to bring those things to life myself in as cohesive a manner as possible. And I certainly won't claim to get it right 100% at the time, but I can see how my history as a journalist coming to treasure these things and learning how to form these opinions and thoughts in such a way that I could share them with others and have them be disagreed with or agreed with or spark interesting discussion. It was an incredible training ground, and I'm so thankful that I had the opportunity to come up through that direction.
What do you ultimately want to accomplish as a game developer? It certainly sounds like, one, your faith factors a lot into your work, just in terms of how you approach the games and it sounds like even the mechanics and the whole ethos behind it, but then also you've mentioned earlier about wanting to provide just a more holistic game development experience. At the end of the day, when all is said and done, I'm using a bunch of different metaphors here, but what do you want to accomplish as a game developer? Is there like a bigger goal or message at play here?
The average game developer career lasts about three years. If there's anything I accomplish in my lifetime as a commercial artist, as a creative professional, I want to see the average career length for someone working in games to be 20 years, 30 years just like Martin Scorsese, says he can be 70, 80 years old, still making interesting films. I want to see games professionals have the same ability to discover what their next story is going to be, what the stories they could deliver if their careers just lasted a little bit longer.
If they had that ability to hit that next rung in the ladder, if they had that ability to fashion their craft that much more. The fact that we get the games of creative potency that we have now, given the relative lack of seniority, we have the ability to crew in, in the industry because our mentors, our elders are few and far between. I treasure and look forward to a future where we find out what breathtaking things can come into being when people have been making these for 30 years instead of three.
So overall, what are you excited about at the moment? Of course, you got a new game that just came out. Of course, congratulations to you on that, but what are you really the most excited about right now?
I think the thing is I'm most excited about are honestly the projects. This sounds corny, but it's the projects made by my friends and colleagues and peers in the industry right now. Games is legitimately a more vibrant, diverse, creatively executed and broad communicator of artistic intent than it's ever been. The golden age of games is happening right now. And it's because of the people I often find myself having the ability to work with, no major end point to that other than, "Dang I'm thankful." And wow, I can't imagine what it's going to look like 10, 20 years from now, especially if we can create working conditions to where the folks who are doing this amazing stuff now can continue to evolve their craft and be making things that far into the future.
Now for people that are listening to this that want to also get into developing games, what would you recommend to them? Any resources or any kind of course of action that they should take?
The most important thing I would recommend is make games or make anything really with the resources you have right now. If you don't have money, find out what kind of game you can make with no money. It's possible. That's to where I started. If you are a fantastic artist, look at how a game can uniquely leverage your art. If you're a musician, look at how within the resources you have, you can express things that no one else would think to do.
Or frankly could if only because they have more resources, we tend to forget how sometimes having more resources can be a limitation in itself because it forces the solutions you are finding to take pretty similar forms to things that are successful right now, or that have been done in the past, depending on the environment and which you're working. So yeah, wherever you are, whatever you have, look for how you can be making something right now, because not only will that advance your portfolio, but whenever you bring something into the world, finish and release it, you learn something about yourself, you learn and what to do, you learn what to not to do, you learn something about who you are. I say you deserve to learn as fully as possible who you are, wouldn't you?
Yeah, sure. Why not? What do you think you would've done if you hadn't gone into game development? It sounds like you had such an early start. Was there anything else that you had in mind even?
My very, very first job was doing landscaping for a cult. Do not recommend it.
Wait, wait, wait, wait, wait, landscaping for a cult?
We're going to move on from that.
But after that, what I got into and what I loved was librarianship. Library science, the practice of serving customers in a community through libraries. I found opportunities with the resources I had and the place that I had in the communities that I was in to end up being a children's librarian, not just one time, but multiple times. And I loved it. I love what libraries represents. I practically grew up in libraries. The role libraries have in society, the continuing relevance they have, as well as the impact you have on patrons in that environment.
Sorry, I'm getting a little bit emotional in this end, but I loved every single one of those kids who walked in through the door. I loved every single person who came in and didn't know what they were looking for and came out with a book that ended up changing their lives. I loved every single one of those ridiculous ass romance novels that ended up being, this is a fun fact. Romance novels are the most checked out thing in a library, at least in my experience. Romance readers read voraciously, they're constantly cycling through those books, same books going in and out, in and out. They're the secret lifeblood of any library circulation.
And yeah, every single one of those books and the joy that they brought the people who read them. I loved those books and I loved every single one of those people, and I loved everything about that profession. If it didn't require that master's in library science to become a quote unquote proper librarian, I might have still even having started my career in games so early, I might have still done librarianship anyway, because if it's not creative production, if it's not making games or comics or something in linear media, like film or television. I'll tell you what feels like home to me, it's the walls of a library.
Where do you see yourself in the next five years? What kind of work do you want to be doing?
Aside from in a library?
Sure. Why not? I'm sure there're more games out down the horizon. I'm sure.
Yeah. In five years I see Strange Scaffold as a vibrant constellation of projects and people that are sustainable, healthy, and unexpectedly ambitious and well positioned to remain so for the foreseeable future. If I could do exactly what I'm doing now for the next five years and the rest of my life, I would be very happy indeed.
Well, just to wrap things up here, where can our audience find out more information about you, about your work and everything online?
You can find my ridiculous Twitter at twitter.com/WritNelson. When I'm not posting puns, I am talking about our projects and how and why we bring them into the world. We have a Patreon at patreon.com/strangescaffold where you can get early access to our work, as well as do things like get pictures of your dog, into the games that we're bringing out now and get custom content into some of the projects we're still developing, such as Space Warlord Organ Trading Simulator.
And lastly, I work on a lot of games. So if you look on a PlayStation or an Xbox or a Nintendo platform or on Steam, running into something that I'm working on is, or have worked on, there's a better chance than not that you'll find it pretty quickly. So Strange Scaffold is the name for a lot of my collaborations, but for a step outside of that, like Skate Bird or Hypnospace Outlaw, if you like one thing we're doing, there's a vibrant thread of work to be followed.
Xalavier Nelson Jr, I want to thank you so much for coming on the show, one, thank you for sharing your really unique look into game development and your very, I think honestly inspiring story about how you even just got involved into games. I love that you really are thinking about not just the stories that you want to tell throughout games, but also how you can make the industry better as a whole. I think that's something that probably, I don't know if many other game developers are doing that, but it seems like that's something that you really tapped into and are trying to put forth. And the games that you're creating are fun and unique, and I just want to see more of what you're going to accomplish in the future. So thank you so much for coming on the show. I appreciate it.
The kind of words mean an immense amount. Thank you.
Sponsored by Brevity & Wit
Brevity & Wit is a strategy and design firm committed to designing a more inclusive and equitable world.
We accomplish this through graphic design, presentations and workshops around I-D-E-A: inclusion, diversity, equity, and accessibility.
If you're curious to learn how to combine a passion for I-D-E-A with design, check us out at brevityandwit.com.
Brevity & Wit — creative excellence without the grind.