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Smile, Sir: characters, part 2

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Finalist of the competition

The characters created for the Smile video games, Sir, are represented here. The game combines the darkness of the topic with the absourhood of its  images — and  on  characters are affected. Grote proportions with  long limbs and  thin fingers combine with  fancy clothes inspired by style XIX forever. 3d  the model is perceived as a canvas, on  the c  the character’s character manifests itself in helping large, crude swabs. The colours are more compressive than in  reality, and  the shades are orange and  the sick, 'quao; dusty» as well as the city.

He took the floor.

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The cymbal of slums and  the hero of secular ruts: there is no place in the city where the speaker was not  he felt like a fish in  he felt like a water.

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It’s no wonder the falds of his frontal fracco look like the tail of a winding fish.

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Rich

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The person who’s secured is not the only person who’s identified as clean, but clean, and the number of tooth prostheses made out of the  the gold.

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His expensive costume’s pasting shades look particularly impressive on the  smog and  street dust.

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Middle

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In  the difference from  the neighbor, this citizen has to walk on  work. He’s like a uniform.

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The worn jacket split into the huhnbsp; spin in the hubsp; stew, but huh nbsp; new to afford the new he’s huhnbsp; not  in the huhnbsp; state.

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Poor man.

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The most unreliable representative of urban society: a lot of free time and  no prospects. Teeth are missing, too.

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It’s possible that his rubbed shoes will collapse before he’s  he’ll lose his last teeth.

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Smile, Sir: characters, part 2
93