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       <dc:date>2026-07-04T03:30:02+02:00</dc:date>
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        <dc:date>2015-11-18T07:37:22+02:00</dc:date>
        <title>charon:past:alfastreet</title>
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        <description>Alfastreet manufactures gambling devices, among others, multi-player casino games such as single-wheel multi-client roulette, multi-client keno, etc. I designed and coded the platform library for the next generation of multi-player games, intended to be running on LINUX based computers.</description>
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        <dc:date>2015-11-18T07:37:23+02:00</dc:date>
        <title>charon:past:arxeltribe</title>
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        <description>[Ring of the Nibelungen] I approached Arxel Tribe in 1996, initially to become a 3d modeller and animator, but I was then hired to help them with the coding of their first game, &quot;Pilgrim&quot;. Their coding team was fairly green and their experience came mostly from various multimedia projects, so they needed a real programer to break some ice.</description>
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        <description>[CDE#1 Catalog Player]

&quot;CDE&quot; started off as a joined trademark of two companies: “New Software Research” and &quot;Adacta&quot;. Originally, the acronym CDE stood for Compact Disk Editions, and was intended for a series of multimedia CD-roms published by the two companies.</description>
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        <description>At about the same time as &quot;Elvis De Luxe&quot; another theatrical play was in preparation. “Celica” (The Cell) was directed by Emil Hrvatin, and staged originally at Slovensko Mladinsko Gledalisce (Slovenian Youth Theatre).

The play was an interesting experiment. Some of the acts required the audience to walk through a very discreetly illuminated (read: almost dark) scene, peering into different cells through various optical devices. Some cells contained only static or animated props, in others,…</description>
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        <description>CutIt! (later renamed CutWithIt! due to trademark issues) was my first serious, commercial project. I was invited into the team when I was in my 2nd grade high school. The application was developed in order to compete with other 2D CAD applications at that time, mostly with the popular CorelDraw. The main goal was to provide software for high definition vinyl foil cutting, because all other available software lacked the following features:</description>
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        <title>charon:past:displacement</title>
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        <description>[Under construction...]</description>
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        <description>Building on the success of Neurodancer and their earlier shows, Grapefruit started working on the next extravagant theatrical spectacle, “Elvis De Luxe”.

The story unfolds in outer space, following a group of Elvis impersonators from ex-Yugoslavia travelling to a distant planet where an Elvis-impersonator competition is to take place. The scene was just a pair of interstellar yellow-cabs, vividly painted old fiats with their roofs cut off, standing on platforms that could be moved around in…</description>
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        <description>After starting high school in 1988, I focused on my first ‘serious’ coding project, which was done entirely in z80 assembly language. “Legends of the Land” was a non-linear role playing game with strategy elements, which was heavily inspired by games like “Lords of Midnight” and “Sorderon’s Shadow”.</description>
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        <dc:date>2015-11-18T07:37:22+02:00</dc:date>
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        <description>I am not going to spend much time or words on this one. You can still find all the relevant information up on the ‘net. Being that Sinister Systems was making both game design and development of this game, this is so far the one and only 

Official Mistmare Post-mortem</description>
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        <description>[Under construction...]

----------

 Next: Mistmare (2001-2003)</description>
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        <description>“Neurodancer” was a theatrical show about not-so-distant future. In this future, it becomes common practice to cybernetically revive long dead celebrities (Michael Jackson in the case of the show) to make them entertain the future public...

The main hero of the story is a hacker who performs such operations in his underground laboratory. For his computer screens, 3d animations were needed, and the director of the show asked me to create some using offline computer rendering.</description>
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        <title>charon:past:skooldaze</title>
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        <description>In 1984, I got my first computer. It was a zx spectrum 48 and though I enjoyed it mostly playing games, I was from the very start drawn into making some of my own. So two years later, I was already knee-deep in BASIC and after having written a heapload of tiny binary toys, I made my first little breakthrough. With a couple of BASIC text adventure games, I made first place on a national software competition; actually, I shared it with one five years older student who made a database program for p…</description>
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