Unden: Land of the Undead

Another update from the team. We’re developing placeholder items, concept art, and we’re building our storyline every day. Here’s a taste of what Allen Lambert has been working on:

[quote]In a castle-town called Ryhart, in the region Unden, during the height of a vicious plague known as The Sickness, the people are overtaken. The Sickness mutates human behavior by unknown ways, inducing savage, mindless behavior and cannibalism. The people living in Ryhart are dying due to The Sickness, and when dead they come back as what the living refer to as The Undead. The Sickness overcomes most of Unden. In Ryhart, the Baron’s (Tejn Ohren) servant, Ekorr, seeks to carry out his servitude to his master and Ryhart by opposing the undead. He is bound to his master through diligence and obedience and feels compelled to save his master. Ekorr had been underestimated by knights and noblemen in the past, proving himself in guard’s training events. With a dream to become an honorable knight someday and his companionship and diligence to Tejn Ohren, he was given privileges unknown to other servants. With this close relationship, Ekorr learned basic skills in areas such as small weapons combat, strategic planning, and small medicine techniques. He is now prepared and determined to continue his service to the Baron and Ryhart. He is destined to reclaim The Undead Castle. [/quote]

2men sketch

So that’s a bit of the opening story in short. The programmers are working on things like the undead AI (artificial Intelligence to make them walk around and act “alive”), castle and town procedural generation (so that the rooms and town homes will spawn differently when a new game is played), and general necessary gameplay features like HUD and other GUI. Tyler O’Brien and Josh DeCent are making sure to slam their keyboards extra hard when programming the game! They say it helps with the bugs or something! Meanwhile, the modeler/animators have rolled out placeholder items like a stand in sword, torch, crossbow, and an undead. The audio guys have laid out two tracks to pleasantly spook they players as the undead creep towards them. The concept artists have been sketching some very nice conceptual characters and level designs. Linda Lagzdina’s “Lady and Knight” can be seen here in this post. We’re going to settle on a more precise graphic style for the game, but any concept art developed up till now is purely reference to the type of character and era/time style we’re going for. The game will have a somewhat illustrative/cartoonish look, but not so much that it feels like Borderlands. Think of “smooth” and “thick edged” graphics.

The game is making good progress, even with the holidays. Through this New Year, we will spark a new fire in Broken Limits Media and work diligently to finish a quality game! Thanks for keeping up with us. Keep checking back with us for updates and breakthroughs. Happy New Year everyone!


Undead Castle Developers Journal: The Next Step

Our team has been working primarily on researching our game type and style, planning development, and preparing ourselves for the next step in our development plan. Our game design document is outrageous! At about 30 pages and some 6000+ words, the Undead Castle Design Document is still only about 60-75% completed and it grows each day. The team has done quite a bit of research on zombies, medieval hardships and lifestyles, and other successful games like ours, for the sole purpose of making our game just right and outstandingly pleasing to you!

We’re currently in the Planning Phase of development. Let’s break down the development process so you can keep up with what phase we’re in:

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1st: Planning Phase. In this current phase, we’ve researched everything from zombie movies and games to medieval clothing and 1300’s instruments. We’ve laid down a solid foundation for the game, with a very thick design document. Our programming team has developed a prototype which is still being worked on. The prototype consists of a working player placeholder, a simple zombie AI placeholder, procedurally generated castle walls (hmm procedurally generated?), and equip-able items. The next step in the prototype is getting doors and objects to move around realistically. Our art department will be working on some models (likely placeholders) for the prototype, and our concept artists are working on level and character design. The audio guys are also working on some pieces in background music and a main menu / theme tune. The Planning Phase will last about another month and then we will move into Pre-Pro.

2nd: Pre Production Phase. In this phase we will extended planning and research to practical use and develop a stronger prototype into a pre-alpha version of the game. We expect to have a ton of features, from Procedurally Generated Rooms (in the castle) to functional attacking zombie placeholders. We’re going solidify the design document as best we can in this phase. All aspects of development will be fairly solid and clear by the end of this phase, which is around February 17th, give or take.

3rd: Alpha Development Phase. Finally, we will have a solid Alpha build by the end of this phase. Hopefully our Alpha for this game will crush our Beta for our last game! We think it will.

4th: Beta Development Phase. The Beta! In this stage we will work harder to make our game known to the public and release our Kickstarter.com project. We’ll be working on fine tuning the game and adding key features, as well as developing and organizing Kickstarter.com efforts, from acquiring backer merchandise to distributing the merchandise. We will prep for the homestretch: Final Dev Phase.

zombie ladyupdate5th: Final Development Phase. Our game will be just about finished, we will seek your feedback on Kickstarter.com, Steam, and we will try to get our build up on Steam and Xbox asap!

6th: Launch.

So there you have it! The Next Step – from start to finish actually. We’re working hard on this game and we plan to release it within a year or slightly

more. Our team of 15 can handle it as well as any. Keep in touch and remember to scream at the top of your lungs, on the highest place you can find, “I love Broken Limits Media!” Check out blmdev.com, twitter.com/BLMdev, facebook.com/brokenlimitsmedia, and keep an eye out for all our updates! We plan to post frequently. Thanks for reading!


Cubicle Chimera Beta Release

It’s here! CubicleChimera.com the Beta version of Broken Limits Media’s (that’s us) first game is finally here! We thank you for your patience and ask that you drop what you’re doing and go play our game. That is all. Have a nice day. We’re only kidding. Sit down and read! Please.

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Broken Limits Media would like to thank you for your patience and support for the development of Cubicle Chimera. Our team worked moderately hard on this game! So moderately hard that we are soo moderately exhausted. We’re going to stop smashing our keyboards and start working on a much bigger game. But, first we would love to take you through a short journey of what we have done with Broken Limits Media over the past/first year.

We started back in August of 2011 with two people. Allen Lambert and Sam Dahlhiem. Sam did the amazing image to the right by the way. The two man team set out to collect more humans and we did. However, some were inadequate, irresponsible, and some just left. We carried on and tried to get our first game off the ground. It never happened. So we moved on to Cubicle Chimera. Now, we had about 5 members including the first two. It stayed that way for a while and members still came and went, doing maybe little bits of code, a piece of an animation, or just giving their opinion and dropping off. We still carried on and finally got this game “done.” We consider this project done or on the back burner at the moment. We’ve decided to leave it as a beta until/unless we receive a fair amount of positive feedback and the desire from our players for us to develop Cubicle Chimera into something more exciting and greatly more playable than the beta. So if you do enjoy the game for what it is now, let us know and we will get you something much better. Although, we have just begun work on our second title, officially as of yesterday.

Hopefully we got most of the history stuff out of the way. Let’s move on to the future! After all, that’s what we live for anyways right? So Broken Limits Media is working on a new title called the Undead Castle. Undead meaning zombies and castle meaning large old structure with big bricks. Pretty obvious where we’re going right? Maybe not, so here’s some more. The castle you play in is a large, medieval castle/town. There should be homes, shops, a small marketplace, training grounds, tournament grounds, and other medieval structures in our castle town. But, the castle exists in a time when plague was prominent and terrifying. The player controls a servant of the Baron of our castle. When we let this servant roam about in the opening scene, the player will see the sickness and know there is something going wrong within the castle walls. The plague quickly mutates within the walls of the castle and kills the people rapidly, practically overnight. These people awaken, but not with life and not with souls. These are the undead, created by a terrible, unknown plague. So there’s your story intro! Imagine a zombie survival game where you have no automatic weapons, guns, explosives, or any modern device to assist you in a zombie apocalypse. Imagine already living in a time when you’re always worried about sustainable food, clothing, and even at times shelter from war, plague and other atrocities. What would you do? How would you survive? The Undead Castle will reveal the truth in your ability to adapt and survive. The game will be pretty realistic, with limited resources, only a small available inventory, un-unding waves of zombies that do not wait for you to gather yourself, and plenty more bonuses, secrets, and mysteries of the castle. You’re going to be alone with all of those zombies. You might as well snoop around the Barons room for his journal. Just make sure you stick a jousting pole through his undead head before doing your scavenging in his room!

zombie1Let us know what you think of this game. It will be released in a little more than a year (no official release date yet), with plenty of updates throughout development, and an Alpha and Beta release within that years time. That lovely creature to the left? She’s beautiful right? Linda Lagzdina, our concept artist, created that wonderful, flesh eating cutie. Linda will be generating a good feed of images like this one. She’s always telling us “Oh. This is a sketch. I will clean it later.” If that’s a sketch imagine the finished product.

We’re really excited about this game. We’ve done a lot of recruiting and screening for our new members. We have gone from about 5 active members to 12. We’re sort of doing a Noah’s arc kind of thing here. Two of every animal. Now that we’ve got them on the boat we need to start producing Work. We need to produce work. We’re ready for the next big survival game. Are you?

We plan to use KickStarter.com to beg for funds to make this game have an edge over its edge! We’re going to release it to Steam via Steam Greenlight and hopefully at minimum release it to Xbox Live Indie Games, but even better we would like to aim for Xbox Live Arcade. Releasing to Steam will not cost much, but for Xbox we will need licenses from Unity 3D which may cost a few thousand. The primary reasoning for using KickStarter.com to attempt to raise money: Free, harmless, profitable exposure. We can upload our project concept to KickStarter.com, hear what you think about it, get more exposure via the website, “sell” or reward Backers game related products to earn development money, and if the project is not fully funded (so we can finish it) then the money is not rewarded to us. We’re excited about what KickStarter.com can do for us in terms of exposure and financial stability.

That should do it. You now know most of our secrets. Please come to the following address so we can dispose of your brain for security purposes. We will make sure to put it to good use, as zombie food. Thank you everyone! Thanks for your support. Thanks for your time and attention to our hard working, serious, go-getting team! Please visit blmdev.com Facebook.com/brokenlimitsmedia, and follow us at twitter.com/BLMdev to keep up with our development. Thanks.


Cubicle Chimera Updates by Tyler (he thinks he’s a programmer)

An update! Team BLM’s still alive?!! Yes were still alive, the gossip ghouls haven’t come for us yet and we’re still furiously bashing our keyboards until something productive happens. So what have we been up to you might ask? Well…

  • Spanking new level art.
  • A ton of new co-workers just waiting for you to slip into insanity.
  • More new obstacles for you to trip over.

Enemies and Obstacles

A total of two new enemies have been fully implemented into the game with another 6 drooling to get added. As of now the two currently in the game are the Fat Zombie and the Accounting Dracula.

These devious two are the standard walk up and attack type of enemies, but that won’t stop them jumping out at you when you’re at your most vulnerable.

As for the obstacles we now have boxes of unmentioned things and enough filing cabinets to file your heart out. They now drop lots of goodies such as paperclips, energy bars and a few extra 12.7mm staples just in case you run out.

Level art you say?

Yes Linda our level artist has been hard at work making creepy work areas for you to smash through including the devilish lunchroom from hell and the hallway of death, Sounds menacing right?  All of these levels are just dying to be packed full of friendly co-workers gone wrong. That’s now a total of five different level backgrounds planned out and in the works.

Other News

In other news we’ve now added 3 types of pickups including staple refills, energy bars (health) and Paperclips which will act as a point item. Dan our sound guy has been churning out sounds of unspoken evil and we’ve been doing a lot of bug fixing and finalizing before the beta release.

So with all that said we will continue pushing Cubicle Chimera out into the beta release so that we can all enjoy smacking our co-workers in the heads with staplers. Well we’ve got to go and smack our keyboards some more, so happy office looting.


11 Months of Operation!

Greetings Broken Limits Fans! It has been 11 months since Broken Limits was born, last August 27th, and we’re almost finished our Alpha version of Cubicle Chimera. Soon after that we will wiz through Beta and release sometime in the fall. Exciting news for our team and fans that we will finally get our hard work out there for everyone to download for free and experience our quality, team efforts first hand! I for one couldn’t ask for a better group of hard working individuals to manage as the owner of Broken Limits Media.

As this remaining month of our first year begins, I would like to take a moment to talk about our team operations, the release of our first game, and what will happen next.

Our current animator/artist, Sam and I started talking around this time last year, after having little communication since 2007, the year we graduated from Ft. Meade High School together. As a prelude to that time I should mention that I had always admired Sam’s artwork well beyond anything I could have ever created and above average when it came to our age group. He and I were not always the closest of friends, but the businessman growing within told me he had great potential. I would kid around to him about becoming his manager someday: paying his art expenses, setting up opportunities for him, and generally managing his projects so that he could concentrate on the meat of things, i.e. the art and talents he had and still has. It was kind of a teen excitement I think, for the both of us. He did agree when I rambled on day to day about it, with a casual “OK. Sure.,” and for that reason I kept him in mind when I decided 2 years ago to begin my education in Game Development and Business. So, to Sam: Thank you for your passion for art and intense style, and may you always work to your full potential as you always have!

I’d mention briefly and anonymously the wave of members whom were added and subtracted to the team over the past year. Several artists, programmers, and sound engineers have came and gone. Each one was screened for talent, ability to cooperate on the team, and determination and passion for game development. Each one had obviously failed to continue all of those things together, which amongst other traits are extremely important to development of any kind. The best I can say for them is “Good Luck, and don’t lose sight of your future endeavors in whatever development or career you may follow.” I think I can speak for the team in saying that we all appreciate the small amount (if any) of work you provided to the team. A member or two, out of about eight total drop outs, had conducted some excellent work and dedication for a brief time (maybe a month…). So again, don’t lose focus people. Everyone is needed and important somewhere.

Now on to another excellent individual. Dan was of the first handful of members chosen from GameDev.net Project Posts. Thankfully, he joined around 10 months ago and has since produced some outstanding audio, as our sound engineer, for two of our projects. His reputation as an artist astounded me at first, and continues to please my desire for quality audio work. His soundcloud contained some excellent peices for other projects, so I knew he would be a valuable asset to BLM. I couldn’t have been more correct. Over his membership he has proven himself with extensive artistic abilities, great logic and reasoning, and an outstanding passion and understanding of game development. His advice and cooperation on the team has continued to enhance our efforts and quality. Dan, keep up the good work and take care of that pretty girl. Us game loving nerds have a hard time finding those great ladies, lol. Thank you for your passion and dedication to the team.

Next in line for some big props is Jake, our best, most educated, and longest member of the programming department. Within his trial period of a couple of months, he was able to modestly convince myself and other members into lifting his trial time and making his position permanent within several weeks. He had taken my sad, beginners attempts at programming the beginning of Cubicle Chimera, and turned it into a strong effort with great potential for our game. It should be known that what I took near two months as a beginner and a ton of reading, learning, and much trial and error only took Jake around a week or two to recreate from my Unity Javascript mess to his Unity C# profession. He was able to duplicate my effort and extend his own beyond what I might have taken another 10 months to do! Thanks to his efforts, replacing myself as the only programmer and the time, and succeeding our past handful of programmers, we are due to meet our deadline of a beta release on time! To Jake, I must say on behalf of all the members of our team, we appreciate your talents, cooperation and dedication to BLM and we look forward to your leadership on the team as our first Lead Programmer! You have proven yourself as one of the steadier members of the team, no doubt. Thank you for your continued contribution.

Last, but certainly not the least, in any way at all: Linda is our background, HUD, and GUI (Heads Up Display and Graphical User Interface) Artist. She designs and creates all of our Background, static images, such as Menu Screens and interactions, User Interface durring gameplay, level scenes, etc. I had dabled a bit in the efforts of a seperate, shortlived team which I had found on GameDev.net, and the operating members consisted of myself as a writer/designer and Linda as the artist. The leader faded out of the operation soon after collecting us, and Linda excepted my offer for her to join BLM. I wrote a character and some scenes for the game that I wrote (in the other group), and she had almost immediately astounded me with excellent representation of what I had invisioned for the game. I knew that BLM needed her talents for our production and success. Thank you so much Linda, for joining our team and making this game possible. Without your swift action, dead accurate, and wonderful artistic talent we could never be as far as we are in development with Cubicle Chimera. You have definately proven yourself as an excellent member of the team. Even though you may have been a bit shy about your accent in the past, being from Latvia, you have never failed to understand nor failed to be understood. Your understanding and accuracy in English and of game devopment are flawless! We all apprieciate you as our newest member. Thank you, and keep up the excellent work.

Now, I’d like to briefly mention myself, since my members, or friends and family will bark at me if I don’t. I’ve had a passion for games since my early youth. I had been immensely inspired by Shigeru Miyamoto after learning one day, from a reading inside of my Pikmin game box, that Mr. Miyamoto had been the mastermind of just about all of my favorite and the best games out. I though, “How could one man be responsible for Donkey Kong, Mario, The Legend of Zelda (my all-time favorite), Star Fox and now Pikmin?” At this point, not only did I want to be a great designer like Mr. Miyamoto, but I wanted to be Japanese! Hehe.. So after having some misguided education about game design in middle school (they thought I meant graphic design..), I lost sight of my dream, only to have realized many years later that Howard Community College offered a degree in Digital Arts- Gaming and Simulation. So that’s that. Four years out of school, with a full time job working in my Dad’s business, and after having been married for 3 years with one 2 year old boy, I enrolled to HCC and discovered their Gaming program. Now I hold a 3.7GPA (Pretty average to all of our team members), an even greater passion for developing games, with the knowledge and education of design, and a pursuit of not only a Game degree, but a Business Administration degree as well. I plan to do whatever it takes to produce and create excellent games, with honesty, integrity, diligence, passion, and a bunch of other fancy, words describing such things. Haha.. I love game development, and surprisingly I love leadership, despite my record for shyness and independence. So that’s enough about me…

Our game, Cubicle Chimera, still needs significant work over the next month of working towards our Beta release, due on our one year anniversary, August 27, 2012. So keep in touch friends, family, business associates, and fans of Broken Limits Media LLC. We’re going to wow you with this game, and we promise to blow you out of the water with our future, upcoming titles. Stay tuned, and connected here, on our Facebook page at facebook.com/brokenlimitsmedia, and our website at brokenlimitsmedia.com. If you want to support us, please make a donation, or at the very least write to us or give us a shout out to all of your friends. Within the next month we will update you with art, audio, and likely web browser gameplay of Cubicle Chimera!


Broken Limits, LLC

That’s right! Soon enough, Broken Limits will become a limited liability company. Some of you are reading this and saying, “So what? You think you’re the first?” We’re not the first and we probably won’t win any awards in doing this, but we Are declaring our dedication and determination to designing interactive entertainment. The addition of “LLC” in our title is not solely visual attraction nor is it a marketing strategy obtained to reel you in. Forming a LLC ensures our integrity as an organized, legitimate company by declaring our status as just that.

In the meantime, we’re proud to announce that we are opening a new door. The team has decided that Broken Limits will not only produce video game content, but we are extending our reach to mobile app development. If you’re interested in hiring us as a contractor, by all means contact us and we will negotiate the service and cost. 

Thank you for being a part of us! Whether you’re our client, fan, friend, or family member, you are a part of what we do. Thank you for making us Broken Limits!


Gameplay: Any Suggestions?

Greetings friends! I’ve been working on the programming for our game (Cubicle Chimera [kimiera]) and I’m about to crank out a better design document as well. For those who do not know what the design document is: the Design Document is a layout of the features (single/multi-player, first-person shooter/2D side-scroller, etc.), the platform (XBOX, Mac, Android, etc.), the genre (role playing game, sports, shooter, etc.), and to wrap it up, it contains all of the information the development team(s) need to build the game. I’ve already created a fairly descriptive design doc, but it needs improvement and I’d be glad to hear from you guys.

As you may know, our game is about a guy named Ron. Average guy, average job, in an average office, with an average jerk boss. He hates his job, hates his co-workers, and hates his boss, but he cannot afford to leave. He is trapped, but what he doesn’t realize is that he is about to be trapped in more than one way. He starts daydreaming at work, about work, with a sick twist. His co-workers are now evil creatures within his mind and fantasies. He believes he must vanquish them to escape.

My job for you is to think of the kinds of people who could be transformed into creatures and carry one major annoyance over to this new creature character. Ex: Loud mouth Jennie is always complaining about her life, talking about how awful it was that she had to walk through a puddle this morning, you know stupid stuff like that. In Ron’s dreams he imagines her with an enormous mouth that could swallow up a small child. Loud mouth Jennie is now literally a Big Mouth! That’s what we’re going for. Any ideas?

The reason I ask is because I could come up with anything and throw it into the game, but the game is free and it’s kind of our first game. I want the opinions of the people who will play it. That way you will be able to see something you thought of or something you can relate to. ((Remember, we do not promote the idea of harming your boss or coworkers outside of digital, interactive entertainment ;D  )) Please leave feedback.


Status Update

Attack mode Ron!Broken Limits is working steady and producing a solid demo for Cubicle Chimera! Here’s what’s happening so far:

Dan: Created some nice sounds for our weapon (a stapler)

Sam: Drew up our main character (Ron)

Allen: I programmed Ron to shoot staples, killing the enemy, and loosing ammo.

The next steps are to make sure we can acquire more ammunition, create a title screen (also used to attract your eyes to our beautiful product), and do more sounds and background music. I’ll keep you posted on our latest achievements, and if someone gets on here and shows some interest, I might share a link to our pre demo (lets call is alpha) for Cubicle Chimera! So common! Get interested people, and spread the word! We’re serious..


New Year, New Plans

Today Dan, Sam, and myself (Allen) had Broken Limits’ first meeting of the year. We discussed a lot of what we stunk at in our first four and a half months and we worked out what we need to do better in 2012. So incase the world ends later this year we can assure you that you’ll have the chance to play Cubicle Chimera before the end!

August 27, 2011 is when Broken Limits became an official team and started working on concepts, art, music, the works. We decided today to create a deadline for CC around the end of summer, so we’re going to launch our first title, Cubicle Chimera, on August 27, 2012 the anniversary of our birth. We’re probably going to work the hardest during the summer or right when spring classes end, but we have set such a distant date so that we can polish up the game real nice. I know, I say that like we’re coming out with some hugely exciting title right? Cubicle Chimera might not have you and your friends huddled around your desktop, but we guarantee it will have you interested if only for a few weeks. You will certainly remember it for its strange, unique style and Broken Limits’ first title.

In the first month of development we will build a prototype/alpha of CC. Within that process the following steps will occur: –Sam (artist) will design and animate our player and one enemy to oppose him (he has already designed an enemy!). –Dan (audio) will create strange enemy yelps and screeches, and general attack sounds, footsteps, background soundtracks, that sort of good stuff. –I will put together the skeleton of the project, through Unity. Once I have figured out how to make our character move around (I pretty much have) and attack enemies Sam and Dan can drop their work into the build and poof, we have a prototype! From there we beat out all of the lumpy globs and continue to add characters, storyline, GUIs, audio, etc. each with their own deadlines to keep everything focused and organized. If you have any questions feel free to comment. If you’re wondering what platform this game will be for: We will build Cubicle Chimera for the PC/Mac gamer with the intent to consider iOS and Android versions, depending on the complexity, funding, and demand. The original final build for PC/Mac will have around 10 levels for launch. Depending on our stats we may see the need to create more levels, characters, etc., but we’ll burn that bridge uh, later.

Keep up with the team here, our main website thebrokenlimits.com, and our Facebook.


Cubicle Chimera

We’re currently working on a very tiny game called Cubicle Chimera (pronounced kinda like “kyubikal kimira”). The game goes a little like this:

   Ron Dover is a troubled soul. He sits miserably at work day in and day out while getting chewed out over small nonsenses by his boss. Typical right? The boss can’t stand Ron and Ron can’t stand the boss, but he cannot afford to loose his job. So Ron starts day dreaming on the job and his insane thoughts begin to run wild. Ron is locked into a parallel conception of his workplace; As he daydreams about his co-workers and his boss, and how much he hates them all, he coats them with a new look and imagines them all as fantasy creatures. The gossiping co-workers are now large mouth trolls with big, sharp teeth, the hot babes are evil fairies, fat Dave is still fat Dave, and he wants to eat you. Simply put, Ron is losing his mind and we’re helping him do it!

Ron will wield some kind of office object, like a high powered stapler, to combat his conjured foes. His coworkers will either distract him or try to kill him. Ron’s main goal is to seek out his boss, the evil Chimera of his mind, and defeat him once and for all! But, whenever we have a case of “i hate my boss fever” we may have bigger problems. Ron may be loosing sight of reality. Oh well, at least we gain entertainment at his expense!

Keep up with Broken Limits to find out where Ron’s adventure will lead him. We will post the game for free on our website and it will be our first official game so be prepared for a hot mess of polygons flailing on one another in attempts to make you smile. Just kidding, that sounds way worse than what it should turn out to be. And an early warning: Don’t hate your boss, he/she has to be a jerk. When playing our game (Cubicle Chimera) you should remember that you Are in fact playing a Game. When you go out to find a job or when you get a job that IS real, the guy yelling at you IS your boss. He/she is not a mythical chimera from your dreams nor from your games. Just giving you the heads up. You’re welcome.

Keep up with us on Facebook and right here! We have a Twitter, but hardly use it. Follow @afliii if you’re looking to hear occasional updates via Tweets.

-AFLIII

team leader