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  4. Lucas Pope, the dev behind the highly acclaimed indie title Papers, Please, brings us Return of the Obra Dinn. Enter a high seas murder mystery set in the 1807 when everything was black and white and made of pixels. As an insurance inspector armed with a mystical assessment tool, players are dispatched to investigate the Obra Dinn, a ship believed to have been lost at sea for five years. What has the ship been doing in its years at sea? What happened to the ship's company? Why has the vessel just sailed back into the port at Falmouth, seemingly under its own power without any crew? To answer all of these questions and solve the mysteries of the Obra Dinn, players have a watch-like device that has the ability to replay the scenarios surrounding an individual's death. Players will have to make clever use of the device's abilities to access new areas of the ship and, as befits an insurance investigator, identify the remains of each member of the crew, how they died, and who, if anyone, killed them. Almost four years ago, I gave my thoughts on a preview build of Return of the Obra Dinn. It wasn't a long build, but it left a lasting impression. The haunting visuals and beckoning mystery don't leave you easily. And now, Return of the Obra Dinn has silently sailed into the harbor of digital PC storefronts - check it out if you're looking for a gameplay experience like you've never had before. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  5. Lucas Pope, the dev behind the highly acclaimed indie title Papers, Please, brings us Return of the Obra Dinn. Enter a high seas murder mystery set in the 1807 when everything was black and white and made of pixels. As an insurance inspector armed with a mystical assessment tool, players are dispatched to investigate the Obra Dinn, a ship believed to have been lost at sea for five years. What has the ship been doing in its years at sea? What happened to the ship's company? Why has the vessel just sailed back into the port at Falmouth, seemingly under its own power without any crew? To answer all of these questions and solve the mysteries of the Obra Dinn, players have a watch-like device that has the ability to replay the scenarios surrounding an individual's death. Players will have to make clever use of the device's abilities to access new areas of the ship and, as befits an insurance investigator, identify the remains of each member of the crew, how they died, and who, if anyone, killed them. Almost four years ago, I gave my thoughts on a preview build of Return of the Obra Dinn. It wasn't a long build, but it left a lasting impression. The haunting visuals and beckoning mystery don't leave you easily. And now, Return of the Obra Dinn has silently sailed into the harbor of digital PC storefronts - check it out if you're looking for a gameplay experience like you've never had before. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  6. Rob D.

    Newark Guild Extra Life Marathon!

    until

    What do you need me to bring? Should I bring my PS4, board games? food. Unfortunately I cannot eat or drink anything besides water since I'm on a strict diet that started last week.
  7. herobyclicking

    Facebook Fundraisers?

    It's not recommended that you collect funds in that manner but to use the the participant page or the mobile fundraising application to engage your friends and family! We realize the appeal and are looking into the possibility of using the Facebook fundraising integration for future campaigns.
  8. Timothy Bumpus

    24 Hour Extra Life Day

    until
    Remember to RSVP on Meetup, helps us out a lot to plan out what we are providing throughout the event!
  9. DrQuantum

    Facebook Fundraisers?

    I have a follow up to the above users question, I am guessing it would not be appropriate to collect the funds personally through Facebook and then make that payment through the Extra Life site? I know the tax deductions may not be available in that case but the Facebook fundraising tool is extremely effective. Every one I have seen from my friends list makes its goal.
  10. With angry cultists hot on their heels, the gang finally catches up with Daria Stillhelm - and discover the significance of Festival Day. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Stormfront"Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 3.0http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  11. With angry cultists hot on their heels, the gang finally catches up with Daria Stillhelm - and discover the significance of Festival Day. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. "Stormfront"Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 3.0http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  12. I like big games. The potential for truly deep and moving experiences on unprecedented scales often inspires new levels of excited anticipation within my nerdy heart. They almost always fall short of their promised potential, but when marketing promises the moon, how often does one actually get the moon? The triple-A development world and its focus on ever bigger blockbuster games makes clear a problem that has long lingered underneath the dazzling graphical quality and sweeping vistas of the modern gaming industry: The soul-crushing grind of crunch time, the period during which a staggering number of developers push their workers as hard as possible to hit those all important deadlines. It can be easy to shrug off the vocal complaints of employees, both current and former, who speak up about the working conditions they endured while pursuing the dream of making big and interesting games. They're even easier to ignore if the developer whose workforce complains about its labor practices makes games that people love. Once the game boots up, it can be hard to remember that the spouses of those working on the original Red Dead Redemption had to start a campaign of public shaming because they weren't seeing their partners for prolonged periods of time due to mandatory 60-hour work weeks. An outpouring of criticism occurred recently toward Rockstar Games after one of the studio's co-founders, Dan Houser, proudly declared to New York Magazine that they had been working 100-hour weeks on Red Dead Redemption 2, a claim that was quickly downplayed by a PR clarification that the quote really only referred to the four person writing team that included the Houser. Even if we take the clarification at face value, something I'd argue a reasonable person should view with skepticism given the investment Houser has in the company he helped to create, the conversation about labor and crunch time should still happen. So, let's talk a little bit about labor in the game industry. And to do that, we need to dive into the history of labor practices in the United States. In 1866, workers in the newly formed National Labor Union began lobbying Congress to enact an eight-hour work day as the standard. Of course, the attempt failed to gain political traction, but the eight-hour work day did become the goal most labor movements pushed for from that point on. People began petitioning state and local governments to limit the number of hours employers could legally force them to work. This eventually led to Illinois mandating an eight-hour workday. Employers hated the law so much that they refused to abide by it, resulting in a workers strike, the Haymarket Affair that crippled the city of Chicago. The strike became what we now know as International Workers' Day, an event that commemorated the large-scale strike to assert labor rights. Every year following the Chicago protests, strikes were organized across the country to push for additional protections and an eight-hour workday, making small gains here and there. Some unions won the right to ten-hour workdays while others demonstrated for workplace safety, especially following the Triangle Shirtwaist factory fire that left nearly 150 workers dead due to the poor construction of exits in the factory. While federal employees would eventually receive the eight-hour workday, the private sector's support for such a plan often took the form of outright hostility. What really turned the tide and standardized the eight-hour workday across many private companies was the Ford Motor Company's adoption of the five-day, 40-hour work week in 1926. Though not the first company to do so, FMC and its assembly line production helped shape overall factory culture.(Fun fact: It's popularly believed that Henry Ford moved to this schedule and payed workers a high wage as part of a brilliant way of selling more cars to the very workers producing them. This belief built up the mythos of the American Dream. However, Ford was pushed to the schedule and associated pay raise not by a brilliant, forward-looking business plan, but by the fact that he couldn't retain workers for the production lines at the wages and work week he wanted. The work was so dull and paid so little that in 1913, Ford hired 52,000 workers to maintain a workforce of 14,000.) The decision to make eight-hour work days the standard for factory workers became what many to this day see as a full-time occupation. That was solidified into law in 1940 with the Fair Labor Standards Act amendment which stipulates that employers are required to pay overtime for time worked over 40 hours per week. That law and the long fight leading to it was (and still is) largely despised by many companies across the United States. However, in the years since its conception many of the higher-ups in those companies devised ways around the law. The most effective way to circumvent the law is by making a 40+ hour week optional, at least on paper. The common way of doing this is by selling the dream that working more than the designated 40 hours serves as a way for the worker to distinguish themselves on the job. Such an outstanding worker would surely be promoted and advance in the company while those working their mandated time would seem slothful despite working their full-time job. This creates a race where everyone tries to stand out and doesn't want to look bad. It's also a huge win for the company because any time criticism comes its way, the representatives can turn around with a shrug and point out that, at least on paper, working more than full-time is completely optional. For companies that embrace this work ethic, a culture emerges that holds up those hard-working employees as examples to the rest of the workers. This can lead to those deemed "too lazy" for working their full 40 hours to be labelled as the kinds of people who aren't team players. Their coworkers begin ostracizing them for slowing down projects that are already moving faster due to many people putting in overtime. And so, the social pressure to conform to an ever longer work week escalates, sometimes to the point that employees are let go for not being a good fit for the company's culture because they work their required time. At an individual level, the pressure to advance in a career and earn money will always be a strong one under capitalism. Compounding that with the social pressure of wanting to fit in and help the rest of the team achieve a collective goal makes it even harder to realistically stick to what is generally considered to be a full-time job. Many people slowly erode over time and find themselves giving more and more of their lives to the workplace, especially if that workplace benefits from their enthusiasm. In the video game world, many developers go through periods of crunch where an average work week ranges from 60-80 hours. These periods vary from developer to developer, but a staggering number of companies enter into crunch to meet deadlines and release dates. Sometimes crunch can last months or even over a year. It happens so often that it has just become a given in recent years that crunching before the release of a game is just the way things are. Game devs could stick to 40-hour work weeks and still finish large, impressive, triple-A games, but it might take them a bit longer without pressuring employees to work more than full-time. The reason that becomes a problem from a business perspective isn't that it couldn't be done or that fans couldn't wait - I mean, look at games like The Last Guardian taking so long to come out people thought it was dead - it's because the people who have invested in game development want to get the quickest return on their investment. For example, if you invested $100 million into an Assassin's Creed game, you would rather get that back with profit in two years instead of two and a half years, especially if you as an investor exist largely removed from the creation process of the game. And those long hours? Those are destructive to the developers themselves. Research has suggested that working more than 50 hours per week results in a decline in productivity and more than 55 hours per week results in almost no increased productivity. A Stanford study found that, on average, someone who puts in 70 hours accomplishes remarkably little, even with the 15 additional work hours, than the person who works a 55-hour week. And that's just productivity. Workers often find health issues exacerbated by working over 40 hours per week. These include increased likelihood of cardiovascular problems, relationship woes with friends and loved ones, substance abuse, depression, injury, and hormonal imbalance. One could make a compelling argument that pushing workers to put in those longer hours just so that an investment returns a few months faster is killing the people who make some of our most beloved video games. Normally, I'd like to end on a cheerier note about how, if we all work together, we can change the way the video game business works and eliminate crunch time so that our games are made more ethically. Unfortunately in this case, most of the power rests in the hands of publishers and developers. Video game workers could unionize, of course, and exert pressure on their employers to limit hours and impose standard practices across the industry, much like how the voice actors worked together to secure better deals following a strike against various video game companies who initially refused their terms. This idea only just seems to be gaining traction with organization like Game Workers Unite advocating for unionization in the game industry, though whether or not workers in the game industry will unionize seems to be an open question. It's also possible that those in positions of power in the game industry could look at the studies and conclude that putting employees through crunch ultimately leads to a worse product, though those studies are a couple years old at this point and not much has been done to combat crunch. It's also possible that Congress could step in to pass a law that better regulates the industry, but considering the political situation of the United States at the moment, it's unlikely that regulation of video game developer's working hours will be a high enough priority to gain any traction. A boycott could weigh the scales a bit in worker's favor. However, it seems unlikely that gamers as a whole would effectively boycott all the companies that contribute to making crunch a common occurrence in the game industry. Despite that, the potentially harmful practices companies implement in order to increase profits will always be something worth discussing. Maybe talking about it, making it a point of public discussion, and raising awareness will help, little by little, to make this industry one where the people who make our games aren't crushed just to make the art we love so much. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  13. I like big games. The potential for truly deep and moving experiences on unprecedented scales often inspires new levels of excited anticipation within my nerdy heart. They almost always fall short of their promised potential, but when marketing promises the moon, how often does one actually get the moon? The triple-A development world and its focus on ever bigger blockbuster games makes clear a problem that has long lingered underneath the dazzling graphical quality and sweeping vistas of the modern gaming industry: The soul-crushing grind of crunch time, the period during which a staggering number of developers push their workers as hard as possible to hit those all important deadlines. It can be easy to shrug off the vocal complaints of employees, both current and former, who speak up about the working conditions they endured while pursuing the dream of making big and interesting games. They're even easier to ignore if the developer whose workforce complains about its labor practices makes games that people love. Once the game boots up, it can be hard to remember that the spouses of those working on the original Red Dead Redemption had to start a campaign of public shaming because they weren't seeing their partners for prolonged periods of time due to mandatory 60-hour work weeks. An outpouring of criticism occurred recently toward Rockstar Games after one of the studio's co-founders, Dan Houser, proudly declared to New York Magazine that they had been working 100-hour weeks on Red Dead Redemption 2, a claim that was quickly downplayed by a PR clarification that the quote really only referred to the four person writing team that included the Houser. Even if we take the clarification at face value, something I'd argue a reasonable person should view with skepticism given the investment Houser has in the company he helped to create, the conversation about labor and crunch time should still happen. So, let's talk a little bit about labor in the game industry. And to do that, we need to dive into the history of labor practices in the United States. In 1866, workers in the newly formed National Labor Union began lobbying Congress to enact an eight-hour work day as the standard. Of course, the attempt failed to gain political traction, but the eight-hour work day did become the goal most labor movements pushed for from that point on. People began petitioning state and local governments to limit the number of hours employers could legally force them to work. This eventually led to Illinois mandating an eight-hour workday. Employers hated the law so much that they refused to abide by it, resulting in a workers strike, the Haymarket Affair that crippled the city of Chicago. The strike became what we now know as International Workers' Day, an event that commemorated the large-scale strike to assert labor rights. Every year following the Chicago protests, strikes were organized across the country to push for additional protections and an eight-hour workday, making small gains here and there. Some unions won the right to ten-hour workdays while others demonstrated for workplace safety, especially following the Triangle Shirtwaist factory fire that left nearly 150 workers dead due to the poor construction of exits in the factory. While federal employees would eventually receive the eight-hour workday, the private sector's support for such a plan often took the form of outright hostility. What really turned the tide and standardized the eight-hour workday across many private companies was the Ford Motor Company's adoption of the five-day, 40-hour work week in 1926. Though not the first company to do so, FMC and its assembly line production helped shape overall factory culture.(Fun fact: It's popularly believed that Henry Ford moved to this schedule and payed workers a high wage as part of a brilliant way of selling more cars to the very workers producing them. This belief built up the mythos of the American Dream. However, Ford was pushed to the schedule and associated pay raise not by a brilliant, forward-looking business plan, but by the fact that he couldn't retain workers for the production lines at the wages and work week he wanted. The work was so dull and paid so little that in 1913, Ford hired 52,000 workers to maintain a workforce of 14,000.) The decision to make eight-hour work days the standard for factory workers became what many to this day see as a full-time occupation. That was solidified into law in 1940 with the Fair Labor Standards Act amendment which stipulates that employers are required to pay overtime for time worked over 40 hours per week. That law and the long fight leading to it was (and still is) largely despised by many companies across the United States. However, in the years since its conception many of the higher-ups in those companies devised ways around the law. The most effective way to circumvent the law is by making a 40+ hour week optional, at least on paper. The common way of doing this is by selling the dream that working more than the designated 40 hours serves as a way for the worker to distinguish themselves on the job. Such an outstanding worker would surely be promoted and advance in the company while those working their mandated time would seem slothful despite working their full-time job. This creates a race where everyone tries to stand out and doesn't want to look bad. It's also a huge win for the company because any time criticism comes its way, the representatives can turn around with a shrug and point out that, at least on paper, working more than full-time is completely optional. For companies that embrace this work ethic, a culture emerges that holds up those hard-working employees as examples to the rest of the workers. This can lead to those deemed "too lazy" for working their full 40 hours to be labelled as the kinds of people who aren't team players. Their coworkers begin ostracizing them for slowing down projects that are already moving faster due to many people putting in overtime. And so, the social pressure to conform to an ever longer work week escalates, sometimes to the point that employees are let go for not being a good fit for the company's culture because they work their required time. At an individual level, the pressure to advance in a career and earn money will always be a strong one under capitalism. Compounding that with the social pressure of wanting to fit in and help the rest of the team achieve a collective goal makes it even harder to realistically stick to what is generally considered to be a full-time job. Many people slowly erode over time and find themselves giving more and more of their lives to the workplace, especially if that workplace benefits from their enthusiasm. In the video game world, many developers go through periods of crunch where an average work week ranges from 60-80 hours. These periods vary from developer to developer, but a staggering number of companies enter into crunch to meet deadlines and release dates. Sometimes crunch can last months or even over a year. It happens so often that it has just become a given in recent years that crunching before the release of a game is just the way things are. Game devs could stick to 40-hour work weeks and still finish large, impressive, triple-A games, but it might take them a bit longer without pressuring employees to work more than full-time. The reason that becomes a problem from a business perspective isn't that it couldn't be done or that fans couldn't wait - I mean, look at games like The Last Guardian taking so long to come out people thought it was dead - it's because the people who have invested in game development want to get the quickest return on their investment. For example, if you invested $100 million into an Assassin's Creed game, you would rather get that back with profit in two years instead of two and a half years, especially if you as an investor exist largely removed from the creation process of the game. And those long hours? Those are destructive to the developers themselves. Research has suggested that working more than 50 hours per week results in a decline in productivity and more than 55 hours per week results in almost no increased productivity. A Stanford study found that, on average, someone who puts in 70 hours accomplishes remarkably little, even with the 15 additional work hours, than the person who works a 55-hour week. And that's just productivity. Workers often find health issues exacerbated by working over 40 hours per week. These include increased likelihood of cardiovascular problems, relationship woes with friends and loved ones, substance abuse, depression, injury, and hormonal imbalance. One could make a compelling argument that pushing workers to put in those longer hours just so that an investment returns a few months faster is killing the people who make some of our most beloved video games. Normally, I'd like to end on a cheerier note about how, if we all work together, we can change the way the video game business works and eliminate crunch time so that our games are made more ethically. Unfortunately in this case, most of the power rests in the hands of publishers and developers. Video game workers could unionize, of course, and exert pressure on their employers to limit hours and impose standard practices across the industry, much like how the voice actors worked together to secure better deals following a strike against various video game companies who initially refused their terms. This idea only just seems to be gaining traction with organization like Game Workers Unite advocating for unionization in the game industry, though whether or not workers in the game industry will unionize seems to be an open question. It's also possible that those in positions of power in the game industry could look at the studies and conclude that putting employees through crunch ultimately leads to a worse product, though those studies are a couple years old at this point and not much has been done to combat crunch. It's also possible that Congress could step in to pass a law that better regulates the industry, but considering the political situation of the United States at the moment, it's unlikely that regulation of video game developer's working hours will be a high enough priority to gain any traction. A boycott could weigh the scales a bit in worker's favor. However, it seems unlikely that gamers as a whole would effectively boycott all the companies that contribute to making crunch a common occurrence in the game industry. Despite that, the potentially harmful practices companies implement in order to increase profits will always be something worth discussing. Maybe talking about it, making it a point of public discussion, and raising awareness will help, little by little, to make this industry one where the people who make our games aren't crushed just to make the art we love so much. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  14. Last week
  15. Two pictures. 2009 and 2015, 2009 Bailey Grace Ehasz spent 11 days at CHOP ICU after being hit by a truck suffering broken bones and a traumatic brain injury. Followed by six months rehab at the Seashore house at CHOP. The doctors told us to expect our daughter would never communicate again. 2015 Bailey graduating high school. Presidential award for academic achievement. I have supported CMN Hospitals since my time at CHOP with my daughter and some of the most amazing people I have ever met in my life. Parents and kids facing unimaginable odds while dealing with tragedy and triumph. My family is filled with long-time gamers and I have dabbled in streaming for a few years. In 2017 I noticed a twitch campaign that matched donated bits using the tag #charity to an organization called Extra Life. Once I found out what it was I signed up immediately. This is my second year with Extra Life. I joined the Philadelphia guild this year. Once again, I found myself meeting some of the most amazing people all with one thing in common. A deeply personal connection to CMN Hospitals. And we are gamers which is a single united shared activity. We play, and playing is the core of childhood Mark Ehasz, and this is my story why I extra life. And P.S. Bailey is currently in her 3rd year of college working on an early education major. She wants to be a teacher. This post was written by second-year Extra Lifer Mark Ehasz playing for Children's Hospital of Philadelphia. You can learn more about Extra Life at extra-life.org.
  16. Two pictures. 2009 and 2015, 2009 Bailey Grace Ehasz spent 11 days at CHOP ICU after being hit by a truck suffering broken bones and a traumatic brain injury. Followed by six months rehab at the Seashore house at CHOP. The doctors told us to expect our daughter would never communicate again. 2015 Bailey graduating high school. Presidential award for academic achievement. I have supported CMN Hospitals since my time at CHOP with my daughter and some of the most amazing people I have ever met in my life. Parents and kids facing unimaginable odds while dealing with tragedy and triumph. My family is filled with long-time gamers and I have dabbled in streaming for a few years. In 2017 I noticed a twitch campaign that matched donated bits using the tag #charity to an organization called Extra Life. Once I found out what it was I signed up immediately. This is my second year with Extra Life. I joined the Philadelphia guild this year. Once again, I found myself meeting some of the most amazing people all with one thing in common. A deeply personal connection to CMN Hospitals. And we are gamers which is a single united shared activity. We play, and playing is the core of childhood Mark Ehasz, and this is my story why I extra life. And P.S. Bailey is currently in her 3rd year of college working on an early education major. She wants to be a teacher. This post was written by second-year Extra Lifer Mark Ehasz playing for Children's Hospital of Philadelphia. You can learn more about Extra Life at extra-life.org. View full article
  17. ddrfr33k

    What's your GAMEplan for game day?

    Blood Rage is a fantastic game! As for me, I've got a long day ahead of me on November 3. Setup will start around 8:30. We need to hook up consoles, do sound checks, eat SOMEthing, and then help the game store open. We're working with a local game shop this year, they're providing the space for our event. They open at 10:00, which is when we go live. Then it's 10 hours of Dance Dance Revolution, live on stream, non stop. Wish us luck!
  18. joeyfine

    What's your GAMEplan for game day?

    I have a group of people coming over as well. We start at 6am Saturday EST and try to push till 6am Sunday. we are going to start off with a LAN party of COD and PUBG. As college football kicks in we'll switch over to some board games and tabletop action. Tons of food and fun for the whole day.
  19. KnightHarbinger

    2018 Humble Bundles Partner Linked with Extra Life

    Humble Bundle - Humble Software Bundle: Computer Care https://www.humblebundle.com/software/computer-care-software?partner=144206
  20. KnightHarbinger

    2018 Humble Bundles Partner Linked with Extra Life

    Humble Bundle - Tabletop Sale | Humble Store https://www.humblebundle.com/store/promo/tabletop-sale?partner=144206
  21. inDEPTH Media

    Louisiana Extra Life

    Yo! If any of you want to coordinate, shoot me an email at filmindepth@gmail.com! This is our 4th year!
  22. This is my brother. His name is David. He may get on my nerves, I may want to smack him upside the head, but, he is family. He's family and I love him, faults and all. You may have seen my charity drives for #ExtraLife, donations to Child's Play, and stuff like that. I do this fundraising because of him. Back in 2008, David was in a nasty car crash. He swerved to avoid a deer, hit a tree, whacked his head on the steering wheel. It was one of those nights no parent ever wants to experience. My mom still gets flashbacks whenever NBC reruns that night's SNL episode. She called my brother, who was on his way home from a party with some friends. He was supposed to be home by 10:30, but he never showed. My mom called him at 10:45, no answer. She called again at 11:00, no answer. Finally, she gets a call on her cell phone at 11:45 from the Minnesota Highway Patrol, telling her that her son is in the hospital and in a medically induced coma to keep him stabilized and reduce the swelling. David suffered a Traumatic Brain Injury (TBI) caused by the whiplash of hitting his head on the steering wheel and then on the back of the headrest. He missed his Junior Prom, spending it instead in the hospital. Some of his classmates came to visit, taking time from their night to come see him. You know those Subaru commercials with the wrecked car? The ones where everyone looks at the wreck, someone says, "he lived," and they all look on in surprise and amaze? Yeah, it turns out there's an ounce of truth to those stories. This was his car after the crash. My mom still has trouble looking at this picture. So does David, for that matter. After he was brought out from his coma, he had to re-learn EVERYTHING. He had to learn how to walk, talk, eat, get dressed, everything. My mom, bless her soul, was by his side the entire time. She also finished the canine good citizen exam with Jack, pictured above and on the right in the first picture, and was able to register him as a therapy dog so he could come to visit David. Actually, this was instrumental in his recovery. You see, Jack has always had the nickname, "puppy." Even now, he's 11 years old and we still call him that. David eventually distorted it into "poopy" for reasons that we will never know. When David first saw Jack, he moved his mouth into a round shape and tried to force some sound out. Mom looked at him and asked, "are you trying to say 'poopy?'" And David grinned from ear to ear. That moment, that moment right there? That's when we knew he was going to be alright. He recognized Jack and knew who he was. Which is a lot more than most people with a Traumatic Brain Injury (TBI) can boast. Remember what I said about having to relearn everything? I meant it. Things we take for granted, like opening a jug of milk or holding a hand of cards were difficult if not impossible for him after his injury. He spent, oh, something like two or three months at Gillette Children's Specialty Healthcare that same year. It was tough, but he persevered. As time progressed, his dexterity improved. He was able to do more on his own. I brought one of my spare PS2s (what can I say? I'm a collector) and Guitar Hero 2 so he'd have something to do in his spare time. Turns out this was also really good for the Occupational Therapy (OT) that he was doing, so we were able to double-dip a bit! This story has a happy ending. Even with his TBI, David still managed to graduate high school with a 4.0 GPA. He then went on to college, earning a Bachelor's Degree in Teaching English as a Foreign Language. He traveled to Thailand, twice, with his church to teach English over there. He might not fully realize his dreams now, but you know what? He's overcome a lot to get where he is. He is the definition of a miracle if there ever was one. I owe a significant debt to Hennepin County Medical Center and Gillette Children's Specialty Healthcare. They literally saved his life. I try and raise money as often as I can, in as many ways as I can. And this, my fellow Extra Lifers, is why I do what I do. I encourage you to share this story with the people around you. And if you can donate, even if it's $5, you can help save a kid's life. Every little bit helps. Know that there is a light at the end of the tunnel and that yes, it does get better. David overcame the challenges, you can too. This post was written by fourth-year Extra Lifer Ryan Juel playing for Gillette Children's Specialty Healthcare. You can learn more about Extra Life at extra-life.org.
  23. This is my brother. His name is David. He may get on my nerves, I may want to smack him upside the head, but, he is family. He's family and I love him, faults and all. You may have seen my charity drives for #ExtraLife, donations to Child's Play, and stuff like that. I do this fundraising because of him. Back in 2008, David was in a nasty car crash. He swerved to avoid a deer, hit a tree, whacked his head on the steering wheel. It was one of those nights no parent ever wants to experience. My mom still gets flashbacks whenever NBC reruns that night's SNL episode. She called my brother, who was on his way home from a party with some friends. He was supposed to be home by 10:30, but he never showed. My mom called him at 10:45, no answer. She called again at 11:00, no answer. Finally, she gets a call on her cell phone at 11:45 from the Minnesota Highway Patrol, telling her that her son is in the hospital and in a medically induced coma to keep him stabilized and reduce the swelling. David suffered a Traumatic Brain Injury (TBI) caused by the whiplash of hitting his head on the steering wheel and then on the back of the headrest. He missed his Junior Prom, spending it instead in the hospital. Some of his classmates came to visit, taking time from their night to come see him. You know those Subaru commercials with the wrecked car? The ones where everyone looks at the wreck, someone says, "he lived," and they all look on in surprise and amaze? Yeah, it turns out there's an ounce of truth to those stories. This was his car after the crash. My mom still has trouble looking at this picture. So does David, for that matter. After he was brought out from his coma, he had to re-learn EVERYTHING. He had to learn how to walk, talk, eat, get dressed, everything. My mom, bless her soul, was by his side the entire time. She also finished the canine good citizen exam with Jack, pictured above and on the right in the first picture, and was able to register him as a therapy dog so he could come to visit David. Actually, this was instrumental in his recovery. You see, Jack has always had the nickname, "puppy." Even now, he's 11 years old and we still call him that. David eventually distorted it into "poopy" for reasons that we will never know. When David first saw Jack, he moved his mouth into a round shape and tried to force some sound out. Mom looked at him and asked, "are you trying to say 'poopy?'" And David grinned from ear to ear. That moment, that moment right there? That's when we knew he was going to be alright. He recognized Jack and knew who he was. Which is a lot more than most people with a Traumatic Brain Injury (TBI) can boast. Remember what I said about having to relearn everything? I meant it. Things we take for granted, like opening a jug of milk or holding a hand of cards were difficult if not impossible for him after his injury. He spent, oh, something like two or three months at Gillette Children's Specialty Healthcare that same year. It was tough, but he persevered. As time progressed, his dexterity improved. He was able to do more on his own. I brought one of my spare PS2s (what can I say? I'm a collector) and Guitar Hero 2 so he'd have something to do in his spare time. Turns out this was also really good for the Occupational Therapy (OT) that he was doing, so we were able to double-dip a bit! This story has a happy ending. Even with his TBI, David still managed to graduate high school with a 4.0 GPA. He then went on to college, earning a Bachelor's Degree in Teaching English as a Foreign Language. He traveled to Thailand, twice, with his church to teach English over there. He might not fully realize his dreams now, but you know what? He's overcome a lot to get where he is. He is the definition of a miracle if there ever was one. I owe a significant debt to Hennepin County Medical Center and Gillette Children's Specialty Healthcare. They literally saved his life. I try and raise money as often as I can, in as many ways as I can. And this, my fellow Extra Lifers, is why I do what I do. I encourage you to share this story with the people around you. And if you can donate, even if it's $5, you can help save a kid's life. Every little bit helps. Know that there is a light at the end of the tunnel and that yes, it does get better. David overcame the challenges, you can too. This post was written by fourth-year Extra Lifer Ryan Juel playing for Gillette Children's Specialty Healthcare. You can learn more about Extra Life at extra-life.org. View full article
  24. DonnieV

    Extra Life Font Color Number

    This was above and beyond help! Thanks hbc!
  25. herobyclicking

    Extra Life Font Color Number

    This should help! https://www.dropbox.com/s/9zrno99xqt1gftf/EL17_BrandGuidelines_US_CommMember_12-15-17_FINAL.pdf?dl=0
  26. Hey folks, super dumb question. Anyone know the Extra Life Font Color Number. https://html-color-codes.info/ When using streampro.io the extra life theme had the color number saved into it but that program is no more. I'm trying to configure all my widgets and there are so many places to put in an html color code. I'm color deficient so it's challenging. Thanks in advance.
  27. The Extra Life YYC Guild's GAME DAY at VRKADE Event was AWESOME! Thank you to everyone who attended our Sept. 29th event at VRkade Helios. A very special thank you to our guild members, volunteers, and especially Chris and Warren from VRkade Helios who tirelessly worked to help us make the event a great time and raise funds for the Alberta Children's Hospital Foundation. If you'd like to hear some live talk from the event, check out episode 18 of The Backlog Podcast. The crew shared what they played during the 24 hours, interviewed Warren from VRkade, and also talked to attendees of the event. Kat Dulay from CMRU Radio also wrote up a great article for the event and interviewed Warren from VRkade and yours truly: https://www.cmru.ca/2018/10/01/gamers-raise-money-through-24-hour-gaming-marathon-at-vrkade-ne-calgary/ Game Day is Nov 3, 2018. Have You Started Fundraising? We're in the final stretch towards official Game Day. How are your fundraising efforts going? Are you planning a 24 marathon, a live stream, or a relaxing day playing games with friends? If you want to talk about your efforts, be sure to check in on Facebook, Twitter, Discord, or Slack (let us know in the Facebook group if you need an invite to the Slack channel). Since 2010, gamers have raised over $720,000 towards the Alberta Children's Hospital Foundation - together, we can make this the year we break $1 MILLION! Guild Meeting With Game Day fast approaching, there is no scheduled meeting this month. (Guild meetings are normally scheduled for the final Wednesday of each month.) There are lots of ways to connect with us: Discord: https://discord.gg/YNPXN2j Facebook: https://www.facebook.com/extralifeyyc/ Twitter: https://twitter.com/ExtralifeYYC GOOD LUCK ON GAME DAY! #ForTheKids
  28. TheOriginal_frostbyt

    Add Goal Banner to Youtube/OBS Stream?

    thanks for the advice on the discord. I'll hop on there. As for screenshots im not sure they'd help But in short I'd like to have the game playing as the main screen/background. In the lower left hand corner I'd have video of myself and other players from webcam. And then I picture on the right hand side of the stream would have the banner which would display the thermostadt icon with progress on donations. This is code that extra life provides when you click on embed a banner icon from above.
  29. MajorLinux

    Add Goal Banner to Youtube/OBS Stream?

    Maybe you can provide some screenshots of where you are trying to put them. Also, for a faster response with more eyes, I recommend that you join the Extra Life Discord server if you haven't already. https://discord.gg/m6MRcBk
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