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Domain > www.adamfenderson.me
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Is this malicious?
Yes
No
DNS Resolutions
Date
IP Address
2015-05-28
184.168.46.68
(
ClassC
)
2024-08-22
50.63.8.215
(
ClassC
)
Port 80
HTTP/1.1 200 OKContent-Type: text/htmlLast-Modified: Fri, 15 Nov 2019 19:35:46 GMTAccept-Ranges: bytesETag: cce969e0eb9bd51:0Server: Microsoft-IIS/10.0X-Powered-By: ASP.NETX-Powered-By-Plesk: PleskWinDate: Thu, 22 Aug 2024 00:45:47 GMTContent-Length: 44873 !DOCTYPE html PUBLIC -//W3C//DTD XHTML 1.0 Transitional//EN http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd>html xmlnshttp://www.w3.org/1999/xhtml>head> meta http-equivContent-Type contenttext/html; charsetutf-8 /> meta namedescription contentDesigner with 10+ years of industry experience. Latest title, Marvels Spider-Man (PS4) comes out September 7, 2018. /> title> Adam Fenderson | Professional Game Designer /title> link hrefcss/adamfendersonswackywonderfulcsspage.css relstylesheet typetext/css /> link hrefhttp://fonts.googleapis.com/css?familyOswald:400,300 relstylesheet typetext/css> link relshortcut icon hrefimg/favicon.ico> link hrefimg/afme_iphone-lo.png relapple-touch-icon /> link hrefimg/afme_ipad-lo.png relapple-touch-icon sizes72x72 /> link hrefimg/afme_iphone-hi.png relapple-touch-icon sizes114x114 /> link hrefimg/afme_ipad-hi.png relapple-touch-icon sizes144x144 />/head>body classbody_homepage> !-- HEADER --> div classheader aligncenter> a href#top> img srcimg/adamfenderson_logo.png classheader_logo/> /a> a hrefhttps://www.linkedin.com/in/adamfenderson target_blank> img srcimg/button_linkedin.png classheader_button /> /a> a hrefhttps://www.youtube.com/user/hillbalienAdam target_blank> img srcimg/button_youtube.png classheader_button /> /a> /div> !-- CONTENT --> div classcontent> !-- SECTION: INTRODUCTION --> a nametop>/a> div classsection_intro aligncenter> div classcontent_intro> !-- QUICK INFO --> div classwrapper_image> img srcimg/home_afenderson_info.png /> /div> div classcontent_intro aligncenter> div stylemargin-left: 110px; min-height:50px alignleft classcontent_insom> font classp_resume_title style_smallcaps> SENIOR DESIGNER /font> font classp_resume_company style_smallcaps> @ Insomniac Games br /> /font> font classp_resume_date> JUNE 2016 - PRESENTbr /> /font> font classp_resume_text> Senior Designer responsible for mission/level design, scripting and rapid prototyping. Insomniac Games has received recognition from critics as an acclaimed video game developer. The company was named the twentieth-best video game developer by IGN, and the best place to work in America by the Society for Human Resource Management. /font> /div> /div> div classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright> /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_spiderman> font classp_resume_title style_smallcaps> MARVELS SPIDER-MAN /font> font classp_resume_company style_smallcaps> ( 2018 )br /> DESIGNER /font> font classp_resume_date> PS4br /> /font> font classp_resume_text> Details Coming Soon.br /> Game releases September 7, 2018. br /> #SpiderManPS4br /> !--Text. br /> Goes. br /> Here. br /> --> /font> a href#spiderman> MORE INFO /a> /font> /div> /div> div classcontent_intro aligncenter> div stylemargin-left: 110px; min-height:50px alignleft classcontent_5C> font classp_resume_title style_smallcaps> SENIOR DESIGNER /font> font classp_resume_company style_smallcaps> @ 5th Cell br /> /font> font classp_resume_date> 2010 - AUG 2015br /> /font> font classp_resume_text> One of two level designers for 5TH Cells first 3D next-gen title, i>Hybrid/i>, which was developed using Valves SourceSDK. Designed levels in both 2D and 3D environments. Currently working on an unannounced project in multiple roles: level designer, systems designer and mission/narrative director while mentoring newer designers in learning to work inside a visual scripting environment. /font> /div> /div> div classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright> /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_TBD> font classp_resume_title style_smallcaps> SCRIBBLENAUTS: FIGHTING WORDS /font> font classp_resume_company style_smallcaps> ( 2013 - AUG 2015 )br /> SENIOR DESIGNER /font> font classp_resume_date> iOSbr /> /font> font classp_resume_text> Rapid prototyping of core game modes through visual scripting.br /> Designed and created levels across multiple game modes.br /> Designed/Scripted missions, enemies, gameplay objects. br /> Designed/Oversaw tool development for the content pipeline. br /> Writer for mission narratives, themes and characters.br /> /font> /div> /div> div classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright > /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_unmasked> font classp_resume_title style_smallcaps> SCRIBBLENAUTS UNMASKED /font> font classp_resume_company style_smallcaps> ( 2013 )br /> LEVEL DESIGNER / MISSION DESIGNER /font> font classp_resume_date> PC/Wii-U/3DSbr /> font classp_resume_text> Designed layouts and environments for 6 of the 12 locations.br /> Designed, choreographed and scripted 6 of the main story missions. br /> Choreographed and scripted promotional material for trailers and web videosbr /> /font> a href#unmasked> MORE INFO /a> /font> /div> /div> div classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright> /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_hybrid> font classp_resume_title style_smallcaps> HYBRID /font> font classp_resume_company style_smallcaps> ( 2012 )br /> LEVEL DESIGNER /font> font classp_resume_date> XBOX360br /> font classp_resume_text> Built with SourceSDK.br /> Design, Greybox and Performance on 4 of the 10 maps.br /> Navigation mesh creation.br /> Level Audio Scripting.br /> Demonstrator for GDC, E3 and San Diego Comic Con for Summer of Arcade.br /> /font> a href#hybrid> MORE INFO /a> /font> /div> /div> div classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright> /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_roo> font classp_resume_title style_smallcaps> RUN ROO RUN /font> font classp_resume_company style_smallcaps> ( 2012 )br /> LEVEL DESIGNER /font> font classp_resume_date> iOSbr /> font classp_resume_text> Designed all 420 launch levels and weekly free levels.br /> Designed interaction objects unique to each chapter. br /> Promotional videos.br /> /font> a href#roo> MORE INFO /a> /font> /div> /div> div classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright> SKILLS: /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_skills> font classp_resume_title style_smallcaps> 3D/2D LEVEL DESIGNbr /> MISSION DESIGNbr /> /font> font classp_resume_date> SOURCE SDKbr /> GAMEPLAY SCRIPTINGbr /> GREYBOX PROTOTYPINGbr /> SYSTEMS DESIGNbr /> PHOTOSHOPbr /> WRITINGbr /> VIDEO EDITINGbr /> /font> /div> /div> div classcontent_intro aligncenter> div stylemargin-left: 110px; min-height:50px alignleft classcontent_ign> font classp_resume_title style_smallcaps> ANIMATION DIRECTOR /font> font classp_resume_company style_smallcaps> @ Ignition Entertainment br /> /font> font classp_resume_date> 2007 - 2009br /> /font> font classp_resume_text> Directed animation, cinematics and motion capture as well as handled Producer duties for the Animation Team and internal promotion material for demos and gameshows for i>Reich:Downfall/i> which used Unreal Engine 3.br />br /> The project was cancelled in 2010. /font> /div> /div> div classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright> /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_reich> font classp_resume_title style_smallcaps> REICH: DOWNFALL /font> font classp_resume_company style_smallcaps> ( 2007 - 2009 )br /> ANIMATION DIRECTOR / PRODUCER /font> font classp_resume_date> XBOX360/PS3/PCbr /> /font> font classp_resume_text> Producer for Animation Team.br /> Cinematic and Motion Capture Director. br /> Cinematic Camera scripting using UE3 Matinee. br /> Promotional / Gameplay Videos. br /> /font> /div> div stylepadding-top:30px; padding-bottom:30px; classcontent_intro aligncenter> div stylewidth: 200px; height:inherit; float: left; alignment-baseline:middle alignright> SKILLS: /div> div stylemargin-left: 210px; min-height:50px alignleft classcontent_skills> font classp_resume_title style_smallcaps> PRODUCTION SCHEDULINGbr /> /font> font classp_resume_date> UE3br /> KISMET SCRIPTINGbr /> UE3 MATINEEbr /> CINEMATIC DIRECTIONbr /> MOTION CAPTURE DIRECTIONbr /> VIDEO EDITINGbr /> /font> /div> /div> div classwrapper_image stylepadding-top:100px;> img srcimg/home_afenderson_projects.png /> /div> /div> /div> !-- END: INTRODUCTION--> !-- SPIDERMAN --> a namespiderman>/a> div classhome_spiderman aligncenter> div classwrapper_logos> img srcimg/home_spiderman_logo.png /> /div> /div> div classhome_textbox> div idhome_text classunmasked_text aligncenter> div classwrapper_image> img srcimg/home_worksummary.png /> /div> div classwrapper_image> iframe namespidermanvideo width560 height315 srchttps://www.youtube.com/embed/b5-_MvCWSfI?rel0&showinfo0 frameborder0 allowfullscreen>/iframe> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; padding-bottom:15px; alignleft> font classp_resume_title style_smallcaps> as a DESIGNERbr /> /font> font classp_resume_text> Coming soon. br /> br /> br /> Spider-Man PS4 on sale September 7, 2018. /font> /div>!-- div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; alignright> font classp_resume_title style_smallcaps> the DESIGNSbr /> /font> /div> div stylewidth: 600px; min-height:150px; padding-top:0px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_gotham> a hrefprot/content/unmaskedlevels_gotham.html>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_wayne> a hrefprot/content/unmaskedlevels_manor.html>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_batcave> a hrefprot/content/unmaskedlevels_batcave.html>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 600px; min-height:150px; padding-top:15px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_fortress> a hrefprot/content/unmaskedlevels_fortress.html>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_brain> a hrefprot/content/unmaskedlevels_brain.html>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_themy> a hrefprot/content/unmaskedlevels_themy.html>img srcimg/thumb_link.png />/a> /div> /div> --> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; aligncenter> font classp_resume_title style_smallcaps> a href#top>top/a>br /> /font> /div> /div> /div> !-- UNMASKED --> a nameunmasked>/a> div classhome_unmasked aligncenter> div classwrapper_logos> img srcimg/home_unmasked_logo.png /> /div> /div> div classhome_textbox> div idhome_text classunmasked_text aligncenter> div classwrapper_image> img srcimg/home_worksummary.png /> /div> div classwrapper_image> iframe nameunmaskedvideo width560 height315 srchttps://www.youtube.com/embed/PEllrSxHsKU?rel0&showinfo0 frameborder0 allowfullscreen>/iframe> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; padding-bottom:15px; alignleft> font classp_resume_title style_smallcaps> as a LEVEL DESIGNERbr /> /font> font classp_resume_text> For i>Scribblenauts: Unmasked/i> I was tasked with designing many of the key areas in the game. A lot of time and research went into the design of each level. Making sure to include easily recognizable areas was our main goal for each level - and I tried not to disappoint.br />br /> Comic fans will recognize things such as the Bat Computer within the Batcave or the Bat-Signal upon the roof of the Gotham City Police Department - while more keen eyed and hardcore DC fans will find hidden gems such as the Bottled City of Kandor, Jason Todd Memorial and the Cosmic Anvil. As a Designer, I was in charge of the overall layout and the positioning of iconic set-pieces: this included positioning, scale, and collision. /font> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; padding-bottom:15px; alignleft> font classp_resume_title style_smallcaps> as a MISSION DESIGNERbr /> /font> font classp_resume_text> I was also tasked with designing many of the Starite Missions in the game. These missions were spread throughout the entire game and focused on a series of puzzles or fights involving one of the main characters of the Justice League working alongside Maxwell - each location had one.br />br /> As a Designer, I was in charge of the mission design, scripting, character interactions/dialogue (non-story related), cinematic direction and implementation. Because of the large amount of cinematic work I ended up doing, I was also asked to script many of the promotional in game scenes used for the launch trailers and web-based pre-release hype videos.br />br /> In total, I was responsible for designing 6 locations, 6 main narrative missions and scripting/choreography for scenes in the Launch and Hero Creator promotional trailers.br />br /> If you would like to know more about any of the levels or missions, please click on one of the below links: /font> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; alignright> font classp_resume_title style_smallcaps> the LEVEL DESIGNSbr /> /font> /div> div stylewidth: 600px; min-height:150px; padding-top:0px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_gotham> a hrefprot/content/unmaskedlevels_gotham.html>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_wayne> a hrefprot/content/unmaskedlevels_manor.html>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_batcave> a hrefprot/content/unmaskedlevels_batcave.html>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 600px; min-height:150px; padding-top:15px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_fortress> a hrefprot/content/unmaskedlevels_fortress.html>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_brain> a hrefprot/content/unmaskedlevels_brain.html>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_themy> a hrefprot/content/unmaskedlevels_themy.html>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; alignright> font classp_resume_title style_smallcaps> the MISSION DESIGNSbr /> /font> /div> div stylewidth: 600px; min-height:150px; padding-top:0px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_tutorial> a hrefprot/content/unmaskedlevels_missions.html#missiontutorial>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_batman> a hrefprot/content/unmaskedlevels_missions.html#missiongotham>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_oracle> a hrefprot/content/unmaskedlevels_missions.html#missionbatcave>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 600px; min-height:150px; padding-top:15px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_superman> a hrefprot/content/unmaskedlevels_missions.html#missionmetropolis>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_lantern> a hrefprot/content/unmaskedlevels_missions.html#missionoa>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_finale> a hrefprot/content/unmaskedlevels_missions.html#missionbrainiac>img srcimg/thumb_link.png />/a> /div> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; aligncenter> font classp_resume_title style_smallcaps> a href#top>top/a>br /> /font> /div> /div> /div> !-- HYBRID --> a namehybrid>/a> div classhome_hybrid aligncenter> div classwrapper_logos aligncenter> img srcimg/home_hybrid_logo.png /> /div> /div> div idhome_textbox> div idhome_text classhybrid_text aligncenter> div classwrapper_image> img srcimg/home_worksummary.png /> /div> div classwrapper_image> iframe namehybridvideo width560 height315 srchttps://www.youtube.com/embed/utgzIMPxnq4?rel0&showinfo0 frameborder0 allowfullscreen>/iframe> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; padding-bottom:15px; alignleft classcontent_hybridinfo> font classp_resume_title style_smallcaps> as a LEVEL DESIGNERbr /> /font> font classp_resume_text> Developed using Valves Source engine, i>Hybrid/i> was 5TH Cells first 3D game as well as their first next-gen title. As one of two Level Designers, I was tasked with designing and greyboxing 4 of the games 10 maps. Between the two of us, I focused heavily on nav-mesh creation and level audio implementation for a lot of the maps while assisting with optimization where needed. In order to adapt i>Left for Dead/i> navigation mesh system to fit our needs, I worked with the programming staff to help develop and test improvements.br />br /> For each level, designers were in charge of the creation of the greybox layout and establishing key areas for cover and set pieces. Cover placement had to be fair and balanced with no areas open for cheap kills. We wanted players to feel that if they were behind cover - they would be safe from fire... so long as someone else didnt land directly on the opposite side that is. Iteration to improve on this aspect of the design was ongoing throughout the greybox process so that when the level was delivered to the art time it was ready to be decorated without major changes.br />br /> Alongside the creation of the greybox - we would also create the navigation mesh. Supported by CLIP brushes to keep flight along paths smooth, the navigation mesh system was originally built upon the codebase delivered with i>Left for Dead/i>. Further improvements had been made in between the original and the sequel, however - we were too far into the project to make a major change. Instead, we made improvements to the system to better fit our needs for jetpack movement as well as make it easier for the two designers to create and iterate on them quickly. The result were navigation meshes that were cleaner to view and allowed for us to locate troubled areas easier when the time came to begin bug fixing.br />br /> Finally, designers worked alongside the art team to help with optimization. The game was announced that it would be running at 60 FPS and we were told we could not have the game running below a 720P resolution. The long sightlines and close cover positions, which also needed to support smooth camera movement all around, made it a very difficult task. Many hours were spent reworking BSP; converting sections into func_brush objects in order to clean up the visleaves and ultimately get the running at 60FPS.br />br /> For more detailed information on each of the levels, please click one of the links below.br />br /> /font> /div> div stylewidth: 600px; min-height:150px; padding-top:15px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_drydock> a hrefprot/content/hybrid_levels.html#mapdrydock>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_payload> a hrefprot/content/hybrid_levels.html#mappayload>img srcimg/thumb_link.png />/a> /div> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_stronghold> a hrefprot/content/hybrid_levels.html#mapstronghold>img srcimg/thumb_link.png />/a> /div> /div> /div> div stylewidth: 200px; min-height:150px; padding-top:15px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_financial> a hrefprot/content/hybrid_levels.html#mapfinancial>img srcimg/thumb_link.png />/a> /div> /div> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; aligncenter> font classp_resume_title style_smallcaps> a href#top>top/a>br /> /font> /div> /div> /div> !-- ROO --> a nameroo>/a> div classhome_roo aligncenter> div classwrapper_logos aligncenter> img srcimg/home_roo_logo.png /> /div> /div> div idhome_textbox> div idhome_text classroo_text aligncenter> div classwrapper_image> img srcimg/home_worksummary.png /> /div> div classwrapper_image> iframe nameroovideo width560 height315 srchttps://www.youtube.com/embed/o7XKab2neGg?rel0&showinfo0 frameborder0 allowfullscreen>/iframe> /iframe> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; padding-bottom:15px; alignleft> font classp_resume_title style_smallcaps> as a LEVEL DESIGNERbr /> /font> font classp_resume_text> While also working on i>Hybrid/i>, I was asked to design levels for 5TH Cells first independently published title for iOS; a micro-platformer called i>Run Roo Run/i>. The team primarily consisted of myself, our overseas contract artist, the Technical Director and our Creative Director with additional support for audio and testing coming later. At launch, the game had 420 levels spread across 20 chapters; each with its own unique mechanic.br />br /> As Level Designer, I designed and built all 690 levels that are available for i>Run Roo Run/i> as well as designing many of the new mechanics introduced in each chapter including, but not limited to: the circus canon, rolling barrel, tire swing and gravity switcher.br />br /> Each chapter consisted of 15 Normal levels which introduced a new mechanic and allowed the player to get used to how it worked and how it interacted with any objects introduced in prior chapters. Along with the 15 Normal levels there were an additional 6 Extreme levels for each chapter that required near split second timing in some cases to be completed under par.br />br /> Once the game shipped and was well received, we wanted to keep people interested - each week I was required to design 10 new levels that would be released. This process went on for a total of 27 weeks after the initial launch date adding an additional 270 maps to the initial 420 the game had at launch.br />br /> Finally, I was in charge of the creation, naming and setup of the Achievements for Game Center as well as creating and editing the Launch Trailer.br />br /> For more information or to see all 690 levels of i>Run Roo Run/i>, click the link below: /font> /div> div stylewidth: 200px; min-height:150px; padding-top:15px; padding-bottom:15px; position:relative; aligncenter> div classwrapper_image> div stylewidth: 190px; height: 143px; padding:5px; float:left; classthumb_roo> a hrefprot/content/roo_main.html>img srcimg/thumb_link.png />/a> /div> /div> /div> div stylewidth: 50%; min-height:50px; max-width:600px; padding-top:15px; aligncenter> font classp_resume_title style_smallcaps> a href#top>top/a>br /> /font> /div> /div> /div> !-- FOOTER --> div classfooter aligncenter> div stylewidth: 50%; min-height:50px; max-width:600px; aligncenter> font classp_footer_text> This website and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. This website contains confidential information and is intended only for the eyes of those in contact with the owner. If you are not the afore mentioned you should not disseminate, distribute or copy any assets within. If you are not the intended you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this website is strictly prohibited. /font> /div> /div> /div> !-- END: CONTENT -->/body>/html>
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