GAMESPACE STUDIO SKETCHBOOK

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AIR SKETCH BOOK SM1/16

JESSIE ANGUS 698736 STUDIO 15 ALEX HOLLAND

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CONTENTS

WEEK 1

4-9

WEEK 2

10-18

WEEK 3

19-22

WEEK 4

23-25

WEEK 5

26-38

WEEK 6

26-38

WEEK 7

26-38

WEEK 8

39-46

WEEK 9

47-56

WEEK 10

57-73

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PROGRESSION ----> SHOWING CHANGES + ADDITIONS

MOVING BLOCKS AROUND

EXPLORING CAMERA PERSPECTIVE ANGLES

DRAWING SHEET/PRESENTATION EXPLORATION

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ADDING CANTILEVER TO ADD EMPHASIS TO FORM AND RESEMBLE A PREVIOUS PROJECT

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B1A

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SIMPLE EXPLORATIONS USNG SCALE, GORWTH AMOUNT, SPAWN TYPE

HEXAGONAL GENERATION

RECTANGULAR GENERATION

Normal-as per

Restricted growth to

script basics

min and max of 5

-free spawn

(if want growth to remain within a certain amount the min and max need to be the same)

Increased scale by 3x

Turned off ‘Free

-noticed a slight increase

spawn’ option

of overlapping but no

- limits extremity and

real difference in pattern

keeps form orderly

Changed chance and

Turned on ‘Free Spawn’

max options to max=10 chance=1

-notice form becomes more sporatic

*this kept the form in a singular line Max= 1

- scale 1: 0.9, scale 2: 50

Chance=10

- grow 10-50 random

see difference between the above- form now has become more tighly packed and isnt restricted to 1 line Increased scale to 10

-same growth

- increase growth to

-reduced scale to 1

select random of (50,100)

and 2 as the same 0.9 -spawn less random

- Growth of 82

-increased growth to 100

-scale 0.5

-same scale as above

-free spawn

-resembles stairs

- growth to random

- increased scale

between 50- 70

to 10 by 10

-no change to scale

- objects became closer

-free spawn

and less spread -scale seems to affect more pattern than size?

-Increased scale by 2x -lowered growth rate -see more overlap

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WHAT WAS MODIFIED IN UNITY

the scale of the object could be modified here

changed the amount of growth here

once object from rhino is imported in , can then drag into this section for the script to be applied

colour of objects changed here

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HEXGENERATE SCRIPT

UNIT Y SCRIPTS

REFERENCE FOR HOW SCRIPTS WERE MODIFIED These highlighted values are the numbers that were altered to create different growths Within the table on the previous pages you will see ‘script change values’ - these values reference the ones that were in the script in the same order. For example the ones in the Recgenerate script below would appear as <1, 2, >7, <4, >13, >14 in the table.

RECGENERATE SCRIPT

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AES T HE T ICS U T ILISAT ION PO T EN T IAL

32 WHAT COULD THIS GROWTH BE USED FOR? + GENERAL COMMENTS SÖDERMALM

CHANGES TO SCRIPT (REFER TO SCRIPT TYPE ON FOLLOWING PAGE TO REFERENCE VALUE DESTINATION)

A

-spikey form could represent something harmful (bush, bin, obstacle) -could restrict amount of growth to represent different things

HEXGENERATE: -growth limit 8 -Script change values: 0, 5, 2, 3

B

- Using the RecGenerate script keeps form formal which could be useful in data tracking -as it was set to grow each new set -could be used to reference landscape heights, tree heights etc.

HEXGENERATE: -main changes were to keep growth linear and on the positive axis -Script change values: 0, >1 <5, >1 >10, 5, 2, -3

C

-Growth resembles a flock of birds -grew either side beginning from centre -could be used to represent sound?

HEXGENERATE: -Scale: 1.9, 0.9 -Script change values: 0, >1 <-3, >3 >10, <5, 2, -1

D

-growth style is a bit restricting, don’t see a lot of use for this script

HEXGENERATE: -Script change values: 0, >1 <-3, >3 >10, <5, 2, -1

E

- the straightness of this growth with the pointy edges could represent a boundary or fence

RECGENERATE: Scale: 11, 13 -Script change values: 1, 12, 5, 2, -2, -3

- This growth is restrictive as it rows start at different length points -note growth is originally vertical

RECGENERATE: -Script change values: 0, 1, 2, 3, 4, 5

-The step like growth resembles stairs or a sectional view of a building -could be used as a tool to create forms within an environment- such as planning out a sculptur or building within an environment by the user

RECGENERATE: -Script change values: 1, 2, 3, 4, 5, 11

F G

H

THIS

IS

- this one is similar to the previous growth but is more sporatic -this type of growth could resemble something that is a bit more chaotic but still needs some linear form

THE

RECGENERATE: -Script change values: 1, 2, 7, 4, 13, 14 -mixing up the number values and not keeping them in an orderly fashion makes the growth more random and shapely-creates more unique forms

BA C K PA G E ,

YO

I

-if wanted to represent something in a clear RECGENERATE: A I R S T U D I O 2 0 1 6 S E M E S T-Script E R change 1 list type format this would be useful values: 1, 2, 7, 4, 13, 14 - could limit growth amount determinent of amount wanting to show for example 5 blocks

J

-This growths base geometry was created by adding extra 3D unity forms to the original so see the effect it had

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RECGENERATE: -Script change values: 1, 2, 7, 4, 13, 14 -scale kept small to clearly show forms


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WHAT COULD THIS GROWTH BE USED FOR? + GENERAL COMMENTS

(REFER TO SCRIPT TYPE ON FOLLOWING PAGE

K

-this growth is quite similar to the previous - creates interesting sillouettes whislt still be able to clearly see base form -could be used as sort of brick to build with

RECGENERATE: -Script change values: 1, 2, 7, 4, 13, 14 -Slight scale decrease and higher growth amount

L

- having a larger scale for the geometries enables overlap creating more volume. - depending on what axis the growth is applied depends on its possible application

RECGENERATE: -Script change values: 1, 2, 7, 4, 13, 14 -growth set at 85 -enabled overlap -enlarged scale

M

- growth could be used to represent an interesting no go sign -sculptural

RECGENERATE: - restricted to positive x axis -enlarged scale for overlap for minimal gap between geometries

N

-the more sporadic layout could be used for more spontaneous actions - spacing of geometries enables a clear view if wanted to use a symbol as a geometry

HEXGENERATE: - reduced scale but still encouraged overlap - free spawn

O

- straight line growth angled upwards could represent direction if wanted to guide a player towards something

HEXGENERATE: -

-growth spawns directly up which could be used a something thats triggeredshoots up becomming a sought of barrier or obstacle to get around

RECGENERATE: -Script change values: 0, 1, 2, 3, 4, 5

Q

-the colouring shows off dimensionality of growth -similar uses as ‘N’

HEXGENERATE: - reduced scale but still encouraged overlap - free spawn

R

-interesting growth- sort of looks like dna cells -good for curvy paths -may need to reduce growth amount depending on application

HEXGENERATE:

S

-heavy form created from this growth -could be used for something that needs weight or volume

RECGENERATE:

T

-the stacking again could represent the amount of something but is still quite restricitve in application

RECGENERATE:

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CHANGES TO SCRIPT TO REFERENCE VALUE DESTINATION)


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34 WHAT COULD THIS GROWTH BE USED FOR? + GENERAL COMMENTS SÖDERMALM

CHANGES TO SCRIPT (REFER TO SCRIPT TYPE ON FOLLOWING PAGE TO REFERENCE VALUE DESTINATION)

V

-could be used as a sort of tunnel -could represent a tree trunk if turned vertically and be restricted depending on tree hight

RECGENERATE: -Script change values: 1, 2, 7, 4, 13, 14

W

- this growth feels a bit disjointed, thus it is unclear of what it could be used for -don’t think the geometry matches the growth well

HEXGENERATE: -increased scale for overlap -kept to positive y and x axis 0.6

X

-similar to V growth meaning similar application -though with the planes running through the geometries it could be more hard to apply to objects

HEXGENERATE: -Scale: 0.9

Y

-explosive growth method could be used to representing something breaching out or exploding upon interaction -maybe sound?

RECGENERATE: -large scale for heavy overlap to empahise explode growth -no free spawn -Script change values: 1, 2, 7, 4, 13, 14

Z

- this growth begins to look a lot more sculptural and architectural -could be used by played to create fun objects within environment

HEXGENERATE: -scale x2 -Script change values: 0, >1 <-3, >3 >10, <5, 2, -1

- This one produces awesome looking sculptural pieces -lacks practicality in usage -but could be good for a pavillion type application

HEXGENERATE: -increased scale for high overlap -Script change values: 0, >1 <-3, >3 >10, <5, 2, -1

2

-growth starts to become more standard with less random movements - a reduction in growth amount might make this growth more applicable

RECGENERATE: -Script change values: 1, 2, 7, 4, 13, 14

3

- the increase in overlap allows the script to begin creating more subjective overall forms that could be interesting to further manipulate

HEXGENERATE: -increased scale for high overlap -Script change values: 0, >1 <-3, >3 >10, <5, 2, -1

4

- if made growth horizontal it could be used to represent a wave of something maybe sound?

HEXGENERATE: -Script change values: 0, >1 <-3, >3 >10, <5, 2, -1

5

- really interesting architectural forms came from this growth and geometries -not as practical but the combined geometries look great

HEXGENERATE: -Script change values: 0, >1 <-3, >3 >10, <5, 2, -1

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RECGENER ATE PERSPEC TIVE

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The task this week was to begin to explore CA patterns from Game of Life. I discovered that there was three main different types of patterns, strict still life, oscillators, and gliders with the exception of Agars (which are newly designed patterns). At this point the main goal was to grasp the behaviours of the patterns and understand their differences. These patterns were re-created within grasshopper (rhino) to see how they grow over an amount of time. This simulated how the patterns would act in the game of life. It was found at this time that if the rules (born, survive, alive) were changed, the entire growth would act differently to what the game of life specifies. This became the foundation to the further explorations done in the coming weeks.

Cell dies with <2 neighbours.

Cell survives with 2 or 3 neighbours.

Cell becomes alive with 3 neighbours.

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Game of life basic rules used to grow patterns in the following examplea


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Pattern: Strict Still Life Beehive with tail

The beehive with a tail is an adaptation of the original beehive. It is the therty-eigth most common still life pattern types. Diagram on the Right shows the growth behaviour at 10 second intervals beginning at 0 to 50. Rules: Born 2, Survive 2, Survive 3 Notes: The growth behaviour of this pattern sprawls outward in a diamond like pattern until it reaches 50 seconds and then begins to become more sporatic. Growth was done within a grid of 100 by 100 to really showcase the growth behaviour and to make it more applicable to the site. Although as a con to this method the growth starts to become less clear as voxels mutiply on a large scale.

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Pattern: Still Life loaf

This still life pattern type is called a Loaf. It is a bit more formal than the beehive and produces a more square like growth pattern. Diagram on the Right shows the growth behaviour at 10 second intervals beginning at 0 to 50. Rules: Born 2, Survive 2, Survive 3 Notes: Contrary to the previous still life pattern this one grows more formally at a large scale, keeping within a square box continuosly. Growth was done within a grid of 100 by 100 to really showcase the growth behaviour and to make it more applicable to the site. Although as a con to this method the growth starts to become less clear as voxels mutiply on a large scale.

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Pattern: Oscilator toad The toad osilator goes back and forth in second intervals from a oval/ hollowed box to two slightly off conjoined lines.

steps as changes intervals.

the at

patterns second

Simple oscilations such as this one could be used within the game space to indicate quick changes as the player takes each

Pattern: Oscilator beacon This oscilator is different to the previous as instead of changing form completely it only changes slightly by filling in the missing corners forming more solid geometries. This could be used to represent pieces coming together.

Pattern: Oscilator blinker The blinker is one of the most common oscilator patterns as it is one of the most simple. Although simple, it is very effective as it is a universally known symbol and could be easily applied and understood within a game environment. It could be used as an indicator to head a certain way,

to indicate something of importance or to just act as something of interest within the playing feild.

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Pattern: Oscilator pulsar The pulsar is a more interesting oscilator as it doesn’t does oscilate between two shapes but between 5 in the sequence demostrated to the left. This one in particular begins as an orderly set of four square like shapes that morph outwards and inwards before simplify/dying down to a very basic form before returning to its original form. This type of pattern could be used to represent something that grows and shrinks due to someone entering a certain space. For example, if you walked onto it and activated it, it could shrivle and die or change due to your interaction with it.

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Pattern: spaceship The glider is a very applicable pattern as it moves across a space which could represent many things within a game envoironment. The below diagram shows the glider moving across the page at 10 second intervals (note the previous one disapears as it moves making it only one geometry moving across the page making it seem alive.

glider

Pattern: agar herparian

Agar isnt a typical or an original pattern as it has been created by an outside designer. We wanted include this example as it shows that you can adjust or create your own patterns to create something different. Doing this though comes with restrictions and variables as it isn’t as well tested making it harder to know what will be produced from it.

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The task this week was to begin to explore CA patterns from Game of Life. I discovered that there was three main different types of patterns, strict still life, oscillators, and gliders with the exception of Agars (which are newly designed patterns). At this point the main goal was to grasp the behaviours of the patterns and understand their differences. These patterns were re-created within grasshopper (rhino) to see how they grow over an amount of time. This simulated how the patterns would act in the game of life. It was found at this time that if the rules (born, survive, alive) were changed, the entire growth would act differently to what the game of life specifies. This became the foundation to the further explorations done in the coming weeks.

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adjust time to watch what happens to patterns over time game of life rules

the grasshopper algorithm used to simulate the game of life patterns to see how they would behave in unity

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STILL LIFE CA Ship on Long

Beehive Still life

Big S Still

Long Bo

OSICILLATOR CA Figure 8

Fore and Back

Clock

Mazing

Quadpole

Beacon

Glider

Octagon 2

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Test Tube

Griddle

Table o

Toad


oat Still

e and

on Table

51 ca patterns explored SĂ–DERMALM

Loop Still

What park elements do we want to explore/ link to? Considered site attributes: - vegetation - creek - people - impermeabilty - sunlight - animals - housing - pathways - pollution - noise

Coe’s 8

Do some patterns match attributes better than others? It was found that some patterns might be a bit to complex for the game and might overpower other elements. In response to this concern we put forth the idea that we should focus more on simplified patterns that represent attributes simply, interactively and interestingly without being overwhelming to a player, as they do come into contact with the voxels at close range and not from a distance.

Pulsar

Oscillator vs Still life vs Gliders

Unix

Deciding between oscillators, still lifes and gliders for site attributes came down to how they behaved - for example: for sunlight, a pattern that behaved like sunlight possibly would be ideal- so say a pulsar that beams between sun like shapes is perfect. We wanted to choose patterns based on the idea that they could be identified easily in voxel form. Proved to be challenging but by narrowing the list and bringing in Group 2 (interaction -place voxel patterns) to decide on the ones they would prefer moved along the process and allowed us to move forward in applying the patterns to the site and creating rules for them to interact with each other.

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converting ca patterns to csv

the grasshopper algorithm used to convert an object created in rhino into a csv file so that it could be compatible with unity.

I created 26 csv patterns through this process to pass on to group three for them to then chose which ones they found suited the site and the attributes the best. I chose to do 26 so that there was a breath of choice and it also enabled me to understand the different patterns better

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Each voxel has its own shape that 54 behaves in a certain way. This allows us to perform behavioural mapping on top of simply spatially mapping the existing site.

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Sunlight voxels remain stable at one location, adopting a shape called a ‘pulsar’ that oscillates in between 3 patterns.

Site user voxels move around the site, adopting a shape called a ‘glider’.

Vegetation voxels are numerous and static voxels, adopting a shape called ‘toad’ that oscillates in between 2 patterns.

Pollution voxels are complex and adopt a shape that spews out ‘gliders’.

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The following weeks consisted of exploring global rules, how they reacted and behaved with defualt and customised rules. During these weeks I also helped Edward with his local rules exploring inheritance and resilience alongside him. It was interesting to learn how indicies came into play within the script and how changing the rules affected how all the voxels interacted.

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default code

}

This section is turned off so that it doesn’t interfere with the default rules. If this was left turned on, the rules would be affected by the below statements. This means there would be more than one rule applied to the voxels and the default rules would be disrupted. This is sometimes wanted and is explored in latter stages.

To make sure only the default rules are applied this section is left turned on. These two rules follow the game of life rules, meaning the patterns and interactions will act how they would in the game of life.

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Customised code

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TORUS A - 1 ORIGIN

AS VOXELS GROW OUTWARDS THE MORE DENSE THE GROWTH

INSIDE OF INTIAL GROWTH STAYS DEAD -DOESN’T GROW INTERNALLY

SPORATIC GROWTHNO STRUCTURE

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TORUS B - 1 ORIGIN

DENSE BUBBLES FORMED FROM MULTILAYERED VOXELS

THIS TORUS GROWTH GREW RESEMBLING A BACTERIAL GROWTH

VEIN LIKE DEAD ENVIRONMENT SHOWING THROUGH

STARTING POINT

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RANDOM SEED -AT 200 BEGINS AT BASE SHAPE AT DIFFERENT POINTS AND GROWS FROM ALL

INSTEAD OF ONE STARTING GROWTH, THERE ARE MULTIPLE

CALL OUT

TORUS C - multiple ORIGIN

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GLOBAL FLOOD veg rules

} } SODERMALM / ISSUE ONE

This section of the code describes the flood voxel rules. Having at least one vegetation voxel neighbour will convert the flood voxel into a vegetation voxel in the next turn. This was implemented to prevent the spread of some flood voxels.

This section of the code describes the vegetation voxel rules. Having at least one pollution voxel or at least one site user voxel neighbour will convert it into those voxels respectively. Thus, the vegetation voxel is quite weak.


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GLOBAL FLOOD growth

GLOBAL FLOOD GROWTH The flood was customised so that instead of running with the ususal game of life rules it followed a customised set of rules that stopped the voxels from dying off. This is done by telling the voxel that if it has 1,2,3,4,5,6,7. or 8 neighbours it will become alive and stay alive. This allows the flood to continue to grow and eventually take over the park (Game Over!). DARKENED AREAS AND SPARSE VOXELS SURROUNDING DENSE = MUTLI-DIMENSIONAL VOXELS (REACHING PLAYERS EASIER)

RIVER BASE (ORIGINAL HEIGHT) EVERYTHING OUTSIDE OF THIS DEAD ENVIRONMENT IS FLOOD

DOESN’T GROW EVENLY - MEANING PLAYERS CAN BE SUPRISED BY FLOOD

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default rules

This iteration demonstrates what happens to a random spawn of all voxel types when the default game of life rules are applied. Notice how the voxels lessen as time passes and some voxels eat others, this is due to the game of life rules telling the voxels neighbours to survive, die and come alive where necessary. Additionally another reason the voxels become so sparse is due to there being all the pattern types interacting with each other - this is where the individual pattern rules have their effect -ie- pollution beats veg.

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close ups

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REFLECTION ON PART C:

I firstly explored Game of Life and CA patterns, moving past the basic forms and exploring more complex patterns and their rules/behaviours. I researched a wide range of patterns that I went forward and recreated within grasshopper to see how they grew/changed over time. This process allowed me to further understand the patterns/types, understanding that changing their rules within grasshopper (born, survive, die rates) affected the way they changed over time and how they behaved individually. I tried to pick CA patterns that were particularly interesting alongside the standard well known patterns. This allowed me to explore a breath of patterns that I could then analyse and link to park attributes. From this stage, it was time to move back into unity and explore how to get the patterns to work within the interface. I had to transform all the patterns to CSV files using a grasshopper algorithm so that the patterns could be transferred into unity and work within the scripts. Once the technicalities were out of the way, explorations began with how the patterns interact and behave within the unity platform. I worked with the script changing dead and alive rules at a global scale to understand how the patterns would grow and interact; changing the number of patterns plotted; limiting the iterations to only explore one or multiple patterns, random or defined seed and exploring how little changes to the script change the outcome of the iteration. Changes were constantly made to the scripts as we moved forward through part C which we continually adapted to and edited to improve the iterations performances. I found it useful focusing on the CA patterns as it gave me a really good understanding of how to work with the patterns within unity and how to help my team members working with their interactions e.g, was able to recommend certain patterns if they wanted to explore certain interactions –for example I could recommend the gosper gun as a pattern to infect other voxels from a stationary position as I had the knowledge of its behaviour and how it shoots gliders (could hit other voxels and infect them from a distance). By exploring all the patterns in depth I was able to provide my group and group 2 with the knowledge they needed to move forward with their separate sections without them needing to also take the time to research each type...they were able to just chuck them straight into the iterations they were working with. I did feel a bit all over the place jumping between different tasks and supplying my group with basic knowledges but as a result enabled me to gain the most information and could understand how each part of part C worked – could help and understand Ed and Shiran if they needed assistance. I also explored camera angles and interesting angles in unity to try and create interesting images for presentation. Some time was spent in getting specific angles right for different growths but found it really useful in grasping a better understanding of what angles are most striking to a viewer and what grabs attention. Moving towards crit and journal submission I worked hard on the presentation layouts refining my skills on making things look good and finding ways to make what we did easier for an outsider to understand and read.

SODERMALM / ISSUE ONE


75 SÖDERMALM

SODERMALM / ISSUE ONE


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