Jun 072008

John Banks and Peter Giles interview Matt Costello in two parts at the LAMP: Story of the Future Residential held at Couran Cove, Queensland, Australia in December 2007.

The Game of Writing Games with Matt Costello from AFTRSTalks on Vimeo.

Matt talks about story worlds and how the game play is very dependent on the underlying story and how more importantly they really need to be developed in parallel. He uses Bioshock and the first Halo as examples of how story is really starting to permeate games in a more integrated way. Matt also refers to two games he recently wrote, Rage and Pirates of Caribbean as how the iterative and creative process work from first hand experience, but points out that each game development and production is often different from the last.

“There is a heightened awareness that the story is important. Not that the narrative has to be linear or has to drive the gameplay, its just that the way the next generation machines look, the graphics and the new engines that are being developed, it has to be treated as a very serious thing…do I find that a lot of people create that bubble of time to sort of play with those ideas? Sometimes yes and sometimes no but often it can show in a project. But if there is one suggestion I would make to the industry in general is make that time, do the retreat, go for a week in the mountains, and come back and have in paper form the world and the story and the gameplay you want to have.”

Matt Costello 01The discussion moves to adaptations of games using existing properties like Aladdin, the aesthetics of games and in part two the cross-over form between film and game and the skills required by future creatives. Matt thinks that screenwriters are not being given the opportunities at film schools to immerse themselves in interactive media and visa-versa interactive students do not learn the deep storytelling skills. This doesn’t create the opportunity to create a new kind of person – a talented script writer who understands non-linear and interactive. Matt uses the examples of early animation when writing stories for cartoons seemed quite odd at the time of early Disney and then about games leading the film writing and Matt’s work informing the story for the next Pirates of the Caribbean film. The interview finishes with a discussion about the lack of courses looking specifically at growing story worlds and writing for games.

MP3 recording time 24:38 (10MB) Click to listen
MP4 recording time 24:38 (126.5MB) Click to download


All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

This podcast presentation produced and presented by LAMP @ AFTRS.

Filmed by Fadia Abboud, Sound by Peter Giles and Fadia Abboud
Podcast description, editing, processing and publishing by Gary Hayes

MATT COSTELLO – Writer and Games Designer, Polar Productions
Matt CostelloMatt Costello is based in New York, London and LA and has written ground-breaking and award-winning novels, games, and television. Matt has scripted dozens of best-selling games and of one Time Magazine said, “The story is delivered with unusual art.” He wrote the groundbreaking Pirates of the Caribbean 3 game across all platforms and has been commissioned to do the fourth in the series.

Since writing the critically acclaimed classic game The 7th Guest, he has scripted dozens of best-selling games such as Shellshock-Nam ‘67 (Guerrilla Games and Eidos), Bad Boys 2 (Empire) and 2005’s Doom 3 winner of an unprecedented five awards at E3 including the Game Critics Award: Best of E3. Just Cause, co-written for Eidos, debuted as the #1 game for Xbox 360 in the UK. Named ‘Best Adventure Game’ at the 2006 E3, it premiered on the US best-seller lists as the #2 Xbox 360 game.

He has written a major new game for Eidos and Rage a new game for ID Software and other notable games include:

  • Hercules, for Disney Interactive
  • The Dark Half, for MGM.
  • Derelict, for The Sci-Fi Channel
  • Fatal Illusion -The Clue Chronicles – for Hasbro
  • Barbie’s Riding Adventure–for Mattel
  • Clifford’s Reading– for Scholastic
  • Starsky & Hutch – for Empire
  • The Italian Job – Eidos

Matt also specialises in the kid’s genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in ‘two-way TV’, called ZoogDisney. Branded as ‘TV you do’ – for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and ‘tweens world. He has written a kids book series for Scholastic , The Kids of Einstein Elementary, which blends adventure and math and also scripted episodes of the award-winning PBS animated series, Cyberchase. Other awards include the landmark Aladdin’s Mathquest with math expert Marilyn Burns for Disney, as well as A Cartoon History of the Universe (Putnam).

Matt is a designer of many role-playing and board games, including Dungeons and Dragons, Call of Cthulhu, Batman, Lone Wolf & Cub, and many others. He also co-wrote episodes of the BBC/Disney series Microsoap, winner of the Prix de Jeunesse and is currently creating an MMOG using Multiverse which integrates its story world with an animated Childrens BBC TV series. Penguin published his latest novel, Nowhere, in 2007.

Mar 072008


LAMP Lab: Marysville, Victoria, February 2008

Title: The Land of a Thousand Legends – NSW

Tagline: Doragon Taido!

Project Description: The Land of a Thousand Legends is a fully integrated cross media project For 6 to 9 years olds incorporating television, online, mobile and real-world play. Based on the TV series Master Raindrop, it’s an interactive adventure where kids can create, socialise and play in the same world of the TV series.

Target Media: Web, Mobile, TV, Active Game Consoles, Locative

LAMP VIII Marysville

LAMP VIII Marysville

LAMP VIII Marysville

LAMP VIII Marysville

LAMP VIII Marysville

LAMP VIII Marysville

Team Members:

  • Karen Horne – Producer/Designer/Writer
  • Foster Langbein – Lead Engineer
  • Rob Chisholm – TD/Web developer/3D animator/Designer

Guardian Mentor/s: Jennifer Wilson and Peter Giles

Copyright: Flyingbark 2008

Dec 142007

Don’t Just Sit Around this Christmas Holidays –
the next LAMP residential is just around the corner

Have you got what it takes to apply?

We are looking for six to eight professional teams with groundbreaking new media ideas to attend our leading R&D production lab from Feb 24 -29, 2008.

Facilitated by the AFTRS, the Laboratory for Advanced Media Production (LAMP) has run hundreds of workshops, seminars and live-in-residentials and developed over 54 projects. LAMP assists production teams in developing innovative emerging media projects including Sharing Web 2.0 Services, Advanced TV, 360 Entertainment, Serious Games and Social Virtual Worlds.

Over our six day LAMP residential, you and internationally recognised industry mentors live and work together in a creative hothouse environment for five days straight.

What a privilege! We were challenged to reach for and achieve
far reaching goals but were also totally supported in the endeavour
by a united team of razor sharp professionals.

You will experience engaging presentations from world class practitioners, evolve the business, technical and creative aspects of your project, and create a dynamic visual proof of concept.

This was a highly productive, intensive session
whereby all outside distractions
were eliminated letting us focus solely on the job

At the end of the residential you are given the opportunity to present your visual proof of concept to a panel of media industry experts, gaining invaluable feedback, insight and advice. Past panels have included representatives from the ABC, Bigpond, NineMSN, yahoo7, SBS, the AFC, Film Victoria, NSWFTO PFTC, Alcatel, Southern Star and Nickelodeon.

I was transformed and uplifted with new confidence,
a new sense of possibility

Our residentials work because participants get to accelerate their ideas rapidly from concept development through to proof of concept while being challenged by a wide range of ideas relevant to the growing creative industries sector.

The next LAMP Residential is being held in collaboration with the New Zealand Screen Council and is set to take place Sun 24 February – Fri 29 February, 2008 in Victoria.

This has definitely been one of the best experiences of my life.

So get to work today on your application and getting a team together, so you don’t miss out being a part of the first LAMP residential for 2008.

Applications are open now and close on January 10, 2008
Go to www.storylabs.us/lamp/apply to see criteria and download an application form today

We are happy to receive submissions to attend the next lab in the following areas.

  • Advanced TV – Projects that are targeted to local ‘OpenTV-like’ interactive TV over satellite and cable TV (Foxtel and Sky New Zealand) with a mobile phone component. These can include synchronous enhanced TV alongside the programming, simple casual games or multi stream formats
  • Social Virtual Worlds – Rich story based virtual worlds that can be built in existing large 3D social multi user environments like Second Life, Multiverse or There.com. These must have a strong community aspect and include co-creative elements.
  • 360 Entertainment – Cross-media, collaborative play services. Often called Extended Entertainment or Alternate Reality Games these will be strong narratives played out across many websites, mobile, physical locations, TV and print. Themes are usually investigative and draw audiences into complex scavenger hunts that blur the line between fact or fiction.
  • Serious Games – Specifically interested in rich gameplay on consoles, pc or mobile that delivers real learning. The range can be short form flash/sms type games that require brief periods of play spread over many weeks or continuous online games that involve collaboration with others in Massively Multiplayer Online Game (MMOG) environments.
  • Sharing Web 2.0 – Applications and services that draw together communities on web and mobile with the purpose of sharing and growing around a niche interest. This could be mash-ups of iconic web 2.0 services such as flickr, YouTube, Facebook or something completely new and original that will activate key interest groups.
Dec 082007

Six half hour podcasts featuring SLCN.tv, Physical TV, Jackie Turnure, Gary Hayes and many more from the Film Making and Cinematic Experiences Using Virtual Worlds and Games seminar in Sept 2007 recorded live at the Museum of Sydney.

All podcast presentations produced and presented by LAMP @ AFTRS.
Audio edited & processed by Gary Hayes. Podcast descriptions by Casandra Joslyn.

All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

note: all speaker bios below…


Gary discusses the technical and logistical aspects of making television in 2nd life. He briefly takes us through the background of the 2nd life cable network, the largest and most successful 2nd life television station, 100% of the programming of which is live from 2nd life and broadcast to the web.Gary talks about the advantages and disadvantages of doing things live in-world, takes us through some of the processes and shows us some of the programs themselves.

MP3 recording time 33:37 (11.7MB) Click to listen

2 THURSDAY’S FICTIONS – Karen Pearlman and Richard James Allen

Karen Pearlman and Richard James Allen take you through the transition of their project, Thursday’s Fictions from the stage, to the page, to the screen and now to 2nd life. They discuss what’s exciting about the process of working in virtual worlds, the interweaving of the form and content, the collaborative process involved and what surprised them about working in 2nd life.They also cover the key shifts they encountered taking Thursday’s Fictions into the film media from the stage show and book, look at the shift from closed forms where the content is delivered to the audience, to a more open form where the audience get to participate, and talk about discovering how working in 2nd life could offer opportunities to explore other themes in a story that has been told across various media platforms.

MP3 recording time 30:42 (10.6MB) Click to listen


Gary talks about virtual spaces and the collaborative nature of creating stories within them. He focuses on worlds that are social i.e. real people collaborating in real time creating experiences, and also looks at mixed reality – people in real space and in the virtual space.Gary shows a continuum both between the customisation of the worlds from very fixed to very open and between the individual and the collaborative, and looks at where some of these virtual spaces fall within them.

We look at story creation in these environments, the different kinds of environment available, and how these environments can affect the kinds of story you tell. We also hear about the tools of the trade and the four key ingredients to creating anything of value in such a space including character animation and camera manipulation.

MP3 recording time 33:37 (11.3MB) Click to listen


Kit Devine, a lecturer in 3D at AFTRS talks us through her phd project, a virtual version of Sydney’s Rocks area from 1788 to present, as an illustration of the difference between building places as opposed to spaces.She covers how social interaction is a big part of creating a sense of place, as it is the human meaning associated with a location that makes it a place.

Kit also looks at the quality of real-time playback that is now available from 3D programs and shows how this can be valuable to filmmakers in the use of 3D environments for pre-visualisation.

MP3 recording time 16:23 (5.6MB) Click to listen

5 THE VIRTUAL FILM – Jackie Turnure

The art of Machinima – an evolution. Jackie takes us back 11 years to the beginnings of Machinima, (combination of Machine and Cinema) to look at how far things have come and where they might be heading. We move through the evolution of Machinima from simple game records through the popularity of stand alone short films to the rise of the episodic and the shift from comedies to more thoughtful drama.Jackie illustrates the importance of good writing, dialogue and voice acting in machinima and also looks at what makes people choose to create their story using this process.

She touches on the issue of copyright and how to make money from machinima and looks at new tools for creating Machinima license free. Jackie concludes her presentation with her projection for machinima over the next ten years.

MP3 recording time 36:42 (12.6MB) Click to listen


“The Craft of Story Environment and Games” – A panel of experts moderated by Gary Hayes look at the production issues and future implications of combining the skills of filmmaking with games design with emphasis on machinima and virtual worlds.

A discussion about traditional film making crafts and virtual worlds. Moderated by Gary Hayes with panelists: Peter Giles (Head of Digital Media), Mark Ward (Head of Sound), Jon Rohde (Head of Design) and Gary Wisniewski (CEO, SLCN.tv). Significant comments from Karen Pearlman and Teresa Rizzo.

MP3 recording time 31:10 (10.7MB) Click to listen

Film Making and Cinematic Experiences Using Virtual Worlds and Games

There is a revolution happening in the way both users and professionals are creating films and story environments. YouTube, Machinima.com and many other video portals are filled with thousands of short films made in game engines and virtual worlds. It is a fast changing space and even in the past week HBO have commissioned the world’s first machinima series to made entirely in a games environment and the first episode is a nominee for an academy award. This two part course consists of a seminar which introduces participants to the exciting work being produced in this area, and a one day workshop that provides a hands-on introduction to the tools that are available.

Virtual Story


The one day seminar, presented by award winning machinima and virtual world creators, will start with state of the art examples, live demos, a panel review show and presentations on the art and craft of machinimation. The second half of the day will look closely at Story Environments – places where rich virtual experiences encourage users to “live”, role play and create their own stories. Several case studies will illustrate the tools and design techniques being used to create these rich story spaces. The day will end with a panel where traditional film industry practitioners discuss how their various crafts apply to films being made in these virtual worlds, followed by another live, theatrical machinima.

Presenters include (see Bios below):
* Gary Hayes, AFTRS – Director, LAMP and Head of Virtual Worlds The Project Factory
* Jackie Turnure, AFTRS – Lecturer, Interactive Storytelling, and co-creator of machinima feature Stolen Life
* Gary Wisniewski – CEO of Second Life Cable Network SLCN.TV
* Ian Brown, AFTRS – Lecturer, VFX and Animation
* Richard James Allen – Writer & Director
* Karen Pearlman, AFTRS – Curriculum Designer, and Writer, Producer, Editor

Special Guest Presenter:

Gary Wisniewski is the CEO of the Second Life Cable Network (SLCN.TV), a professional video network designed to expand the in-world audience as well as deliver virtual entertainment to the real-world. SLCN.TV was started in March 2007 and has now established itself as the leading broadcast service in Second Life. Live broadcasts include The Transformers’ press conference, the largest in-world event ever staged, as well as in-world events for the Die Hard 4release, the 300 press event featuring Frank Miller, as well as events for the ABC and many more. Gary will be demonstrating some remarkable techniques and camera technology they use in the some of their four camera live machinima captures in the seminar and the workshop the following day.

Guest Panelists include:

* Mark Ward, AFTRS – Head of Sound
* John Rohde, AFTRS – Head of Design
* Teresa Rizzo, AFTRS – Lecturer, Screen Studies
* Timothy Smith, AFTRS – Screen and games writer
* Melvin Montalban, AFTRS – Directing student

Jackie was the script editor and voice director on Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen. Jackie is a lecturer in interactivity and cross media at AFTRS, where she is also a mentor for LAMP (Laboratory of Advanced Media Production). She brings a unique perspective to the role of narrative in cross media production. Recently she won a development award at Milia 2007 from Ogilvy and AMEX for her Alternate Reality Game project ‘Diamond Reef’.

For the last 15 years she has worked across film, television, games and online production, with a particular focus on animation and children’s content. She has written and produced numerous 3D animated kids’ games for PC, including Bananas in Pyjamas – It’s Party Time, Oz – The Magical Adventure and Oz – The Interactive Storybook. The games have won awards and been distributed in 18 countries. Jackie recently completed story producing and writing three episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman.

Gary Wisniewski
Gary Wisniewski is the CEO of the Second Life Cable Network (SLCN.TV), a professional video network designed to expand the in-world audience as well as deliver virtual entertainment to the real-world. SLCN.TV was started in March 2007 and has now established itself as the leading broadcast service in Second Life. Live broadcasts include The Transformers press conference, the largest in-world event ever staged, as well as in-world events for the Die Hard release, the 300 press event featuring Frank Miller, as well as events for the ABC and many more. Gary will be demonstrating some remarkable techniques and camera technology they use in the some of their four camera live machinima captures in the seminar and the workshop the following day.

Gary Hayes
Gary is the Director of LAMP and the Head of Virtual Worlds at The Project Factory. He has led The Laboratory for Advanced Media Production at AFTRS since 2005 who have developed 54 Australian emerging media projects and run hundreds of workshops and seminars. As Head of Virtual Worlds at the Project Factory he has personally produced and built Second Life presences for Australian brands, including Telstra, ABC TV, Tourism Victoria, Physical TV and many more. Before coming to Australia Gary was Senior Producer at BBC New Media for 8 years devising and producing many of the BBC’s digital ‘firsts’ – the first 24/7 Interactive TV service, the first live internet documentary and the first truly interactive programming for Broadband TV. He also created over 20 other enhanced TV shows, several future BBC cross-platform navigators and was part of BBC Imagineering developing early ‘inhabited TV’, Virtual World and TV Mixed Reality formats.

As BBC Senior Development Manager he worked on global BBC digital strategies and externally chaired the Business Models for TV-Anytime (the global personalized TV standard) and then moved to the US to develop on-demand TV with broadcasters such as NBC, Showtime and CBS. He recently co-authored a UK Department Trade and Industry Report on Personalised TV and has been an International Interactive Emmy juror for the past two years. Gary recently keynoted on virtual worlds at CeBit, AIMIA and presented on education and brands in virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops for cinematographers, designers, and script writers exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education and runs a popular blog on media personalisation, digital brands, new media forms and creativity at www.personalizemedia.com.

Dr Richard James Allen Dr Karen Pearlman
Dr Richard James Allen (writer, choreographer, director) and Dr Karen Pearlman (editor, choreographer, producer) are founders of The Physical TV Company and explorers of media and the mind. In New York as That Was Fast they brought content back into dance in The Laughing Movie, Alphabet x 2, The Charlie Stories and other works in their original ‘cinematic blend of text and dance action’. In Australia with companies such as
Dance North and Tasdance, they explored the nexus between fully fledged original play scripts and dance scripts to make ‘dance plays’ such as If War Were A Dance and Blue Cities, bringing movement into character development and choreography into story.

They have been world leaders in the exploration of video dance and dance film and their work in this area as The Physical TV Company has taken them to a deep integration of the languages of cinema, literature and choreography as witnessed by short films such as Rubberman Accepts The Nobel Prize, No Surrender, and Down Time Jaz, and the short feature Thursday’s Fictions. Always engaged by new spaces in which meaning can be explored and communicated, they have recently delved into mobile content with the adaptation of Richard’s 9th book, The Kamikaze Mind, into animated phone poems, and the adaptation of the Richard’s 8th book, Thursday’s Fictions, from a play to a film to a 3D online immersive world in Second Life.

Ian Brown
Ian has been writing and playing games since the days of the Commodore 64, and is the proud owner of a scratch-built cocktail MAME machine. He is currently interested in the impending cross-over of film drama and games technology. For the past ten years Ian has worked in many disciplines and capacities in the film and television industry, encompassing 3D artist and supervisor, art direction, matte painting, production design and storyboarding.

His feature credits include The Lord of the Rings: The Fellowship of the Ring, Moulin Rouge, The Quiet American, Hero, Mission Impossible 2, The Man who Sued God, The Great Raid, Red Planet, Garage Days and The Thin Red Line. His TVC work includes over 50 high-profile international commercials. As a director his work spans both shorts and high-end music videos, earning both local and international awards and nominations, including an AFI.


Mark Ward

Whilst studying creative writing and literature Mark became infected with the filmmaking virus and has never fully recovered. A graduate of AFTRS in 1985 (Directing and Sound), he founded a sound design company, Counterpoint Sound, in 1987 with fellow graduates of the School. Counterpoint was a “script-to-screen” service for sound, and built its reputation in documentaries, short and experimental drama and TVCs. In 1991 the same team formed Oracle Pictures, a production company aimed at developing and producing documentary and drama.

By the end of 2000 Mark had put Counterpoint into a box and shifted focus to feature films, working on such features as Lantana, The Quiet American, and In The Cut amongst others. Mark has been a member of both the Australian Screen Sound Guild and ASDA since 1995. Since entering the industry over 20 years ago, Mark has experienced the transition of screen-sound from sprockets to analogue multi-track to software-based design and production. With the same feverish curiosity he looks forward to the creative opportunities of interactive sound design.

Jon Rohde
Jon Rohde has worked in the TV and film industry for over two decades working his way up through most Art Department positions. His most recent position was Production Designer on R.A.N. working in the Torres Strait for Chapman Pictures. Rohde’s other credits include:

  • Police Rescue – Assistant Designer, Blue Murder – Assistant Art Director, Wildside – Art Director
  • Art Director on Australian features including Risk and Bootmen (AFI winner for Production Design)
  • Segment manager for Sydney 2000 Olympics Closing Ceremonies
  • Production Designer for Columbia Tri-Star films; After the Rain and Heroes Mountain
  • Production Designer for Southern Star; Young Lions, Fireflies
  • Production Designer for Screentime; Jessica.

Jon completed a Diploma of Arts in Film and TV at QCA in Brisbane and worked for the Seven Network. He then moved to Sydney and began work in Art Departments for ABC Drama while completing a Bachelor of Arts in Visual Arts at UTS. He has worked for numerous production companies and with a wide range of producers, directors and other designers.

Teresa Rizzo

Teresa Rizzo graduated from Murdoch University, Western Australia, with a BA Honours in Communication Studies in 1994. Her honours thesis-video On Becoming won numerous awards nationally, and internationally. From 1994-2005 she has worked in the pay television industry in various producer roles, in organisations such as Teleitalia, Galaxy Media and the Premium Movie Partnership. She recently submitted her doctoral thesis in Film Studies at the University of New South Wales. Teresa’s research interests include Deleuze and feminist film theory, the modern horror genre, and the pay TV industry in Australia. Publications:

  • “The Molecular Poetics of Before Night Falls,” Rhizomes, forthcoming Sep. 2005.
  • “The Alien Series: A Deleuzian Perspective,” Women: a Cultural Review, Volume 15, Number 3 / November 2004.
  • “On Becoming-An Interview with Moira Gatens,” Southern Review vol. 28.1(1995): pp. 53-68. Questions and Interview by Teresa Rizzo.
  • On Becoming. Experimental documentary. Dir. prod. and writ. Teresa Rizzo 27mins. Winner of Flickerfest 1994.
Dec 072007

Title: What If? – NSW

Tagline: Breathes life into literature, taking classic narratives to new realms of possibility.

Project Description: What if? is Shakespeare and other literary texts taught in a virtual interactive world. It is a curriculum module for teachers and students, 13-18 years old. Users become the characters and journey through the story world of the text constructing and creatively destroying the narrative utilizing virtual world technologies.

Target Media: Virtual worlds, Second Life, Broadband PC, Play station 3, X Box

LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

Team Members ©: Kereen Ely-Harper, Nicole Johnson, Neroli Wesley. Strict COPYRIGHT 2007

Guardian Mentor: John Banks

LAMP Lab: Couran Cove, Queensland, November 2007

Dec 072007

Title: Machine – Tasmania

Tagline: Building a better world, one person at a time.

Project Description: MACHINE is a competitive social networking game. Two companies, G.I.C. & pSol, vie for world dominance. Players work their way up the ranks of their chosen company by performing a variety of tasks. Each tasks’ solution has a cause and effect on both companies. Players group to complete tasks which gain them rewards. They will rise up and down the ranks depending on their success. Woven within this game is an underlying story of the two companies separated at a particular moment of history. Players can just play the game to succeed within the ranks or they can delve into the deep, dark world of MACHINE and find out the who, why, where, when… and maybe the how. MACHINE is underpinned by a new type of social networking system with the ability to change and mould not just to fit the MACHINE world, but any other project where social networking becomes more than just your friends list.

Target Media: Social Networks, Games, User Generated, Broadband PC, Console, Mobile
LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

LAMP VII Couran Cove

Team Members ©: Writer Chris Rattray, Designer Dion Brooks, Producer/Lead Developer Bruce Moyle. Strict COPYRIGHT 2007

Guardian Mentor: Matt Costello

LAMP Lab: Couran Cove, Queensland, November 2007