遊戲團隊

Sharkmob Team
Loke Ahlstedt Character Artist
Jaqub Ajmal Global Community Manager
Simon Alenius Associate Character Art Lead
Martin Allers Junior Technical Artist
Kevin Alonso Junior Prop Artist
Jenny Alstierna HR Director
Eduardo do Amaral Outsourcing Coordinator
Magnus Ander Lead Technical Artist
Jan Andresen Senior UX Designer
Fredrik Appelholm Junior Prop Artist
Samir Arabi-Eter Live Production Coordinator
Anniken Arfvidsson Technical Artist
Tobias Arréhn Senior UI Designer
Niki Asimakidis Graphic Designer
Emil Axelsson Junior Programmer
Linus Axelsson VFX Artist Intern
Selma Baker Release Manager
Ben Barker User Research
Nathalie Bartelius Junior Concept Artist
Sam Barton Live Game Director (London)
Charlotta Bävholm Junior Character Artist
Daniel Beck Senior Audio Designer
Patrick Benai Prop Artist
Thomas Bengtsson Cedhamre Senior VFX
Hannes Bensryd Junior Level Designer
Jesper Bergman Junior VFX Artist
Johan Bernhardsson Lead Programmer
Johannes Böhm Lead Environment Artist
Henrik Bohman Jertfelt Lead Creative Services
Jesper Börjesson Junior Level Designer
Jacob Brodin Junior Animator
Jacob Canbäck Junior Programmer
Sara Casén Associate Producer
Carin Cedergren Senior Quality Analyst
Ravahere Chansin Content Marketing Strategist
Ivaylo Chavdarov Senior Financial Controller
Joshua Christiansen Junior Game Designer
Johanna Clarin Talent Acquisition Partner
Loic Claveau Head of Player Relations
Dan Condaxis Senior UI Designer
Rodrigo Cortes Studio Art Director
Natalia Cyluk Global Brand Manager
Niklas Dahlberg IT Manager
Niklas Dahlman Senior Programmer
Mikael Dahlström Feature Producer
Alona Danylova Senior Mocap Technician
Mikael Davidsson Machine Learning Engineer
James Dobrowski Managing Director (London)
Robin Doeleman Engine Architect
Simon Due Player Support Manager
Alex Dumitrache Lead Quality Analyst
Christopher Durso Senior Environment Artist - Lighting Artist
Johanna Ek Junior HR Coordinator
Mattias Erichsén Senior Infrastructure Engineer
Robin Ericsson Junior Programmer
Jonas Eriks Senior Graphic Designer
Emil Eriksson Lead UI
Tobias Erlandsson Lead Programmer
Valeriia Ermakova Junior Quality Analyst
Andreas Espinoza Senior User Research Manager
Eric Fabvre Lead Quality Analyst
Sergio Franco Technical Director (London)
Joakim Fridlund Animator
Tom Garden Senior Concept Artist
Michael Gencel DevOps Engineer
Henrik Giang Junior UI Artist
Jeremy Godefroid Senior UI Designer
Tudor Gogan Game Designer
Claas Grimm Chief Financial Officer
Christopher Gullberg Brady Junior Programmer
Gregor Gullwi Senior Programmer
Nicolas Gustafsson Programmer
Malin Hägglöf Talent Acquisition Partner
Agnes Hagström Junior Environment Artist
Jonatan Hagström Tech Character Artist
Niklas Hansson Environment Artist
Jan Harasym Expert Online Infrastructure Engineer
Oliver Harrison Senior Audio Designer
Fredric Hedman Sales Director
Max Hemby Lead Site Reliability Engineer
Eric Hildebrand Junior Programmer
Carl Hiselius Programmer
Simon Hjort Quality Analyst
Simon Holm List Audio Director
Anders Holmquist Chief Technology Officer
Ermin Hrkalovic Senior Programmer
Craig Hubbard Game Director
Emma Hugin Junior Character Artist
Martin Hultberg IP & Communications Director
Stephane Ikor Animator
Kelvin Janson Art Manager (London)
Martin Jilsmark Animation Director
Adam Johansson Photogrammetry Artist
Mathias Johansson Senior Animator
Anna Jönsson Concept Artist
Timothy Karlsson Junior UI Artist
William Karlsson Game Designer
Vykintas Kazdailis Senior Animator
Shamine King Senior Concept Artist
Alice Kiosev Environment Artist
Jakob Koc UI Artist
Johan Kroon HR Business Partner
Rachelle Lacharité Communications Manager
Marcus Landen Art Manager
Cajsa Larsson Audio Designer
Amanda Larsson Westerdahl Junior Character Artist
Alexander Laurell Junior Sound Designer
Erik Leiram Level Designer
Olivier Letellier Lead Animator
Sam Levin Data Engineer
Nils Lind Environment Artist
Daniel Lindberg Lead Level Designer
Torben Lindström Concept Artist
Robin Lorentzen Prop Artist
Mikael Lundgren Senior Programmer
Mattias Lundgren Andersson Junior Technical Audio Designer
Henrik Lundqvist IT Operations
Janne Lundqvist Development Manager
Johan Lundqvist Senior UI Artist
Marcus Magnusson General Counsel
Masha Malitskaya Senior Environment Artist
Marcus Rosengren Senior Game Designer
Björn Månsson Lead Prop Artist
Joakim Månsson Senior Texture Artist
Oscar Maris Junior Game Designer
Nina Marnevall HR Business Partner
Simon Martinsson Junior Cinematic Artist
Roman Mindek Lead Artist
Dino Miralem Live Operations Director
Samanta Miszkiel User Research Assistant
Oskar Möller Environment Artist
Keith Moriarty Senior Programmer
Robert Moticeac Office Coordinator
Daniel Muñoz Video Artist
Olof Naessén Lead Programmer
Petter Näslund Performance Marketing Specialist
Vladimir Negodin Animator
Erik Nilsson Art Director
Kevin Nilsson Junior Quality Analyst
Matteo Nobis Sandén Senior Environment Artist
Conny Nordlund Junior Animator
Joakim Norman Senior UI Designer
Oliver Nyholm Junior Programmer
Daniel Nykvist IT Operations
Nicklas Öberg Content Producer
Oscar Öhrn Programmer
Antti Ojutkangas Product Marketing Manager
Hampus Olsson Quality Analyst
Marcus Östergren Göransson Programmer
Jonas Östling Senior Cinematics Artist
Motiejus Ovsianikas Art Quality Coordinator
Erik Paldanius Programmer
Carl Palm Junior Level Designer
Erik Palm IT intern
Ian Pearce Environment Artist
Benjamin Penrose Art Director (London)
André Persson Marketing Director
Anton Petersson Character Artist
Johan Pfannenstill Chief Operating Officer
Nicholas Pinney Programmer
Chris Pons Game Systems Architect
Shailesh Prabhu Senior Game Designer
Viktor Pramberg Junior Technical Artist
Jocelin Ramirez Senior Graphic Designer
Oliver Rankloo Assoiciate Game Director
Danial Rashidi Lead Technical Artist
Joel Rayner Junior Technical Artist
Carl Regårdh Lead Data Scientist
Ellie Reid Office Manager (London)
Stephen Rodriguez Senior DevOps Engineer
Simon Rosental E-Commerce Store Specialist
Chris Royall IT Studio Lead (London)
Fredrik Rundqvist Chief Executive Officer
Peter Ryde Senior Level Designer
Alfons Sahlberg Junior Animator
Gabriel Salmi Lead Programmer
Tom Sandvik Junior Prop Artist
David Sarkisjan Animator
Nina Sas Junior Concept Artist
Vendela Schönberg Video Communications Specialist
Daniel Seidel Programmer
Alan Shamsudin Senior Animator
Michelle Simon Senior Talent Acquisition Partner (London)
David Sirland Producer
Camilla Sköldeborn Office Manager
Josefin Slorafoss Talent Acquisition Manager
Mikael Sofran Senior Level Designer
Alla Sokolova Office Administrator
Bryan Sola Marketing Illustrator
Felicia Spångberg Junior Technical Artist
Sophie Stakston HR Director
Marcus Stein Programmer
Gustav Stigenius Associate Design Lead
Christoffer Strauss Senior Business Analyst
Mia Strøm Junior Environment Artist
Marcin Styszewski Senior DevOps Engineer
Daniel Svahn Junior Environment Artist
Edvard Svensson Character Artist
Björn Thyssen Jacobsen Audio Designer
Alexander Tinglöf Associate Art Director
Camilla Tomasson Project Coordinator
Jakob Törmä Programmer
Kervin Tran Video Artist
Henrieta Vajsabelova Environment Artist
Huy Vu Junior Controller
Anna Wahlström Associate Producer
Anton Wallén Junior VFX
Markus Wallén Fullstack Developer
Andreas Wei Markehed Communications Specialist
Annette Wendel Level Designer
Emma Wessner HR Business Partner
Alexander Wiberg Quality Analyst
Tomasz Wieczorkowski Senior Photogrammetry Artist
Stefan Wiesel-Elias HR Business Partner
Martin Wikner Lead Writer
Charlotte Wilhelmsson Talent Sourcer
Jesper Willumsen Senior Cinematic Artist
Jess Winter Senior Programmer
Andreas Winther Sorman Junior Programmer
Nils Wolf Outsourcing Coordinator
Jonas Yamazaki Lead Level Designer
Therese Yllner Talent Acquisition Partner
Nequinox Studios Ltd
Paul Tankard Principle Engineer
Hannah Williamson Production
Matt Knott Production
d3t, A Keywords Studio
Stephen Powell Development Director
Richard Badger Head of Studio
Louise Andrew Head of Art
Melissa Gaskell Lead Technical Artist
Rebecca Marshall Associate Technical Artist
Woody Stables Senior Artist
Eva Lynch Artist
Benjamin Sparrow Artist
Eleanor Biggin Associate Artist
Hal Sandbach Head of Design
Peter Yates Designer
Mike Cox Head of Production
Chris Walter Senior Producer
Tamsyn Hastings Producer
Heather Fraser Associate Producer
Philip Owen Head of Engineering
Scott Bevin Lead Programmer
Craig Grounsell Lead Programmer/ Senior Programmer
Dave Merriman Lead Programmer/ Principle Engineer
Russell Cargill Senior Programmer
Adam Faiers Programmer
Finn Truman Programmer
Riccardo Loggini Graphics Programmer
Elliott Clarke Associate Programmer
Arno De Keukelaere Associate Programmer
Daniel Gómez-Casañ Associate Programmer
Jack Parnell Associate Programmer
Stuart Pentelow Associate Programmer
Simon Rybicki Associate Programmer
Jonathan Davies QA Manager
Rachael Jones QA Lead
Jason Platt Senior QA Tester
Josh Mitchell QA Tester
Alex Stopher Programmer
Lewis Scrivens Associate Programmer
Pedro Medina-Gomez Associate Programmer
Andy Manns Senior Artist
RedHot CG, A Keywords Studio
Alex You Project Managers
Aluka Cao Project Managers
Henny Purwadi Project Managers
Rinita Hapsari Project Managers
Priscilla Angelica Project Managers
Ukee Zhang Art Director
Tanvir Islam Art Director
Biao Yue Art Director
Mingfeng Yu Art Director
Pu Wang Art Director
Xiaocheng Ji Art Director
Aswin Dharmadi Art Director
Perbowo Wicaksono Art Director
Kang Li Art Director
Tommy Liu Lead Tech Art
Shaomin Tang Team lead
Zhongliang Wang Team lead
Kunjie Guo Team lead
Minxuan Liu Team lead
Ming Yang Team lead
Jamal Animators
Indra Pamungkas Animators
Harnindyo Inubhimantoro Animators
Peiwen Li Artist
Wan Yu Artist
Xiufeng Wang Artist
Xinying Wang Artist
Qiang Gao Artist
Zhongyan Wang Artist
Hanze Liu Artist
Xinpeng Wang Artist
Shengzhe Di Artist
Diya Yang Artist
Xuyang Ni Artist
Yao Yao Artist
Baihao Yuan Artist
Haoran Xu Artist
Yilong He Artist
Lin Qi Artist
Yanan Zhang Artist
Zhipeng Wang Artist
Chao Chang Artist
Kang Liu Artist
Jie Fang Artist
Dandan Han Artist
Jiawei Cui Artist
You Zhou Artist
Xinyi Wu Artist
Qi Si Artist
Yuchuan Zhu Artist
Peng Li Artist
Zhihao Wang Artist
Yuan Liu Artist
Runhua Qi Artist
Wenhao Xu Artist
Xinge Yu Artist
Qimu Sun Artist
Peirong Song Artist
Yimo Zhang Artist
Zheyao Wang Artist
Gongliang Wang Artist
Yingxuan Zhu Artist
Zhiyuan Liu Artist
Xiaotian Ma Artist
Jie Jiang Artist
Xin Zheng Artist
Sandy Zhang Project Managers
Zixia Pan Project Managers
Koti Chetan Tech Art
Yi Du Team lead
Pei Zhang Artist
Yuhang Wang Artist
Kaizhe Jiang Artist
Zhehao Zeng Artist
Xiaozhuo Zhao Artist
Shanshan Ma Artist
Xinyu Ji Artist
Keywords Studios
Michal Dyrda LQA Manager
Lukasz Strzelec LQA Test Lead
Osvaldo Gonzalez LQA Associate Test Lead
Natalia Lubek LQA Tester
Claudia Sczygiol LQA Tester
Braydon Budde LQA Tester
Aleksandra Sroka LQA Tester
Ricardo Belli LQA Tester
Maryna Puida LQA Tester
Wojciech Kass LQA Tester
Tashiro Reon LQA Tester
Shih-Jie Dai LQA Tester
Wenzhong Zhang LQA Tester
Carla Ortega LQA Tester
Diego Avila LQA Tester
Martin Juan LQA Tester
Florent Vial LQA Tester
Minjae Kim LQA Tester
Anna Jakobowska LQA Tester
Fabio Mantesso LQA Tester
   
Davide Solbiati Lead Project Manager
Andrea Cattagni Global Project Manager
Adriano James Majocchi Project Manager
Daniel Berbel Project Manager
Danilo Parodi Project Manager
Sergi Escrivà Morant Text Localisation Project Manager
Elisa Álvarez Gómez Audio Localisation Project Manager
Sebastian Cala Audio Localisation Coordinator
Hannes Boeck Audio Localization Coordinator
Andrea Trinci Lead Audio Technician
Mario Fernández Audio Technician
Alex M. Parmentola Audio Technician
Rubén Navarro Artistic director
   
Paul Vigneron Client Partner
SIDE UK Ltd
Martin Vaughan Casting Director
Mark Landers Account Executive
Chris Hopkins Production Manager (SIDE UK)
Bessie Li Production Manager (SIDE SHANGHAI)
Jason Baughan Voice Director
Andrea Contino Senior Audio Engineer
Will Marsh Audio Engineer
Duncan Gillies Head of Post Production
Gabriella Scanio Post Production Coordinator
Cast (English)
Anthony Howell Actor (Vampire Narrator)
Bruce MacKinnon Actor (Ping voice)
Nicholas Rowe Custos
Ben Crowe Kirill
Kajsa Mohammar Maia
Shai Matheson Omnis
Boris Hiestand Additional voices - Entity
Branko Tomovic Additional voices - Entity
Marek Oravec Additional voices - Entity
George Taylor Additional voices - Entity
Michael Golab Additional voices - Entity
Cast (Czech)
Vladimíra Krčková Civilians and additional voices
Klára Issová Civilians and additional voices
Marek Vašut Civilians and additional voices
Jiří Mádl Civilians and additional voices
Zuzana Skalická Civilians and additional voices
Martina Šťastná Civilians and additional voices
Michal Holán Civilians and additional voices
Pavlína Dytrtová Civilians and additional voices
Petr Gelnar Civilians and additional voices
Terezie Taberyová Civilians and additional voices
Zbyšek Horák Civilians and additional voices
Cast (Italian)
Francesco Mei Omnis
Matteo Zanotti Custos
Francesco Rizzi Kirill
Tania De Domenico Maia
Alessandro Zurla Beast
Stefano Accomo Additional voices
Claudia Coccia Additional voices
Alessandro Conte Additional voices
Ludovica De Caro Additional voices
Maurizio Di Girolamo Additional voices
Giovanni Pupino Additional voices
Osmar Santucho Additional voices
Cast (Spanish)
David Hernán Omnis
Jesús Maniega Custos
Nano Castro Kirill
Ana Richart Maia
Gabi Jiménez Beast
Alma Naranjo Additional voices
Álvaro Ramos Additional voices
Emma Cifuentes Additional voices
Fernando de Luis Additional voices
Fran Jiménez Additional voices
Ismael Yagüe Additional voices
Javier Lorca Additional voices
Jordi Estupiñá Additional voices
Cast (Brazilian Portuguese)
Glauco Marques Omnis
Alexandre Cruz Custos
Renan Gonçalves Kirill
Beatriz Villa Maia
Gabriel Noya Beast
Adalgisa Pires Additional voices
Wilken Mazzei Additional voices
Thiago Marques Additional voices
Dlaigelles Riba Additional voices
Alex Vestri Additional voices
Henrique Canales Additional voices
Duda Meneguetti Additional voices
Cast (Spanish - LATAM)
Emilio Gallardo Omnis
Sergio Gutiérrez Coto Custos
Carlo Vázquez Kirill
Marisol Romero Maia
Humberto Vélez Beast
Ale Delint Additional voices
Alejandro Orozco Additional voices
Gerardo García Additional voices
Humberto Solórzano Additional voices
Kerygma Flores Additional voices
Marco Viloria Additional voices
Mauricio Pérez Additional voices
Raúl Anaya Additional voices
Cast (Korean)
Ryu Seung Gon Omnis
Choi Han Custos
Kim Ki Chul Kirill
Yoon Sung Hye Maia
Lee Sang Beom Beast
Kim Hye Sung Additional voices
Lee Jae Beom Additional voices
Park Sung Tae Additional voices
Lee Da Seul Additional voices
Kwon Sung Hyuk Additional voices
Yeo Yoon Mi Additional voices
Hwang Chang Young Additional voices
Cast (Chinese)
Cao Zhen Omnis
Qu Ye Custos
Xu Zong Zhe Kirill
Xie Ying Maia
Liu Sheng Bo Beast
Liu Yu Xuan Additional voices
Ma Yang Additional voices
Su Xin Additional voices
Wu Di Additional voices
Zhao Yang Additional voices
Zhong Ke Additional voices
Cast (Japanese)
Michio Shimura Omnis
Eiji Hanawa Custos
Kenji Yamauchi Kirill
Kazusa Amagai Maia
Soichi Abe Beast
Ken Mizukoshi Additional voices
Shunsuke Nakata Additional voices
Suzuka Kimura Additional voices
Takugo Iwakawa Additional voices
Tsugumi Iki Additional voices
Yujiro Kakuda Additional voices
Yuki Arai Additional voices
Jun Miyamoto Additional voices
Cast (Russian)
Evgeniy Valts Omnis
Vadim Medvedev Custos
Alexey Rozin Kirill
Nika Sarkisova Maia
Vladimir Palyanitsa Beast
Ilya Blednyi Additional voices
Mikhail Gorskii Additional voices
Pavel Kapitonov Additional voices
Anna Kiseleva Additional voices
Georgiy Martirosyan Additional voices
Diana Morozova Additional voices
Anton Savenkov Additional voices
Mikhail Sрklovskii Additional voices
Cast (German)
Guido Zimmermann Omnis
Patrick Elias Custos
Achim Buch Kirill
Jannika Jira Maia
Daniel Welbat Beast
Wolfgang Berger Additional voices
Flemming Stein Additional voices
Christos Topulos Additional voices
Alexander Merbeth Additional voices
Markus Hanse Additional voices
Nadine Wöbs Additional voices
Cornelia Dörr Additional voices
Christian Reimer Additional voices
Cast (Polish)
Krzysztof Szczepaniak Omnis
Przemysław Glapiński  Custos
Przemysław Nikiel  Kirill
Marta Markowicz - Dziarkowska  Maia
Robert Jarociński Beast
Krzysztof Cybiński Additional voices
Mateusz Kwiecień Additional voices
Karol Dziuban Additional voices
Jacek Kopczyński Additional voices
Chorązy Wojtek Additional voices
Szczepaniak Krzysztof Additional voices
Ewa Prus Additional voices
Cast (French)
Stephan Imparato Omnis
Sylvain Agaesse Custos
Olivier Cordina Kirill
Flora Kaprielian Maia
Thierry Kazazian Beast
Arthur Khong Additional voices
Jeremy Martin Additional voices
Pascale Mompez Additional voices
Youna Noiret Additional voices
Xavier Couleau Additional voices
Jochen Haegele Additional voices
Maxime Hoareau Additional voices
Ulysses Graphics Sp.z.o.o.
Anatoliy Chechel CEO
Yuri Kompaneyets COO
Olga Trokhymovych Senior Producer
Iryna_Kachkalda Producer
Yekaterina Zaikina Lead 3D artist
Andrii Krapivchenko 3D artist
Anna Lemeshko 3D artist
Dainis Novitskis 3D artist
Kateryna Harkusha 3D artist
Sergei Kotenko 3D artist
Sergey Borodin 3D artist
Eugene Petrov Lead 3D artist
Oleksandr Pushkaruk 3D artist
Yaroslav Lohvinov 3D artist
elite3d
Oscar Ferrero CEO
Jose Luis Queral COO
Bjorn Seinstra Projects Director / Head of Art
Roelof Elsman Contreras Producer
Soraya Timmers Producer
Carlos Garijo Principal Concept Artist
Cristian Gil Supervising Character Artist
David Ferreira Senior Character Artist
Javier Sánchez Rodríguez Senior Character Artist
Rafa Gómez Senior Concept Artist
Carmen Cornet Senior Concept Artist
Jose Artundo Senior Concept Artist
Raquel Cornejo Senior Concept Artist
Andrés Tomás Character Artist
Nino Zorc Character Artist
Joaquín Alvarez Garreta Character Artist
Alex Martinez Vivo Character Artist
Dom Marriott Character Artist
Pablo Astor Díaz Character Artist
Juan Ganivet Character Artist
Jaume Caldentey Character Artist
Natalia Barbosa Character Artist
Hector Riera Character Artist
Antonio Chover Character Artist
Ali Rahman Character Artist
Carlos Guerra Character Artist
Patrick Jahr Character Artist
Sunray Muijsson Character Artist
Blanca Jimenez Concept Artist
Rodrigo Aguirre Llasera Concept Artist
Darío Riquelme Fernández Junior Character Artist
Raul Moya Junior Concept Artist
Daniel Rodríguez Junior Concept Artist
Alicia Pinto Junior Concept Artist
Sam Stott Junior Character Artist
Alex Aznar Junior Character Artist
Fernando Estrela Junior Character Artist
Luis Navarro-Olivares Vicente IT
Fernando Fargueta IT
Jaime Motos IT
VR3D.cz
Libor Tělupil 3D scanning specialist
Shanghai Arts United Software
Ling Chao Producer
Sean Zhang Studio Art Director
Jonathan "Princess" Chan Studio Production Director
Zhang Yu Project Manager
Song Yanan Quality Assurance
Zhu Chengtao Concept Artist
Yao Yuan Environment Art Director
Feng Da Environment Lead Artists
Liu Tianyu Environment Lead Artists
Pei Sining Environment Lead Artists
Song Yonghai Environment Lead Artists
Chai Guodong Environment 3D Artists
Dou Deli Environment 3D Artists
Huang Wei Environment 3D Artists
Su Yizheng Environment 3D Artists
Xu Ke Environment 3D Artists
Zhang Beitao Environment 3D Artists
Zhao Jie Environment 3D Artists
Huang Yimin Environment 3D Artists
Kong Deyao Environment 3D Artists
Li Jian Environment 3D Artists
Li Shilong Environment 3D Artists
Ma Xiaonan Environment 3D Artists
Meng Qianqian Environment 3D Artists
Song Zheng Environment 3D Artists
Tang Jiahao Environment 3D Artists
Wan Zhengfei Environment 3D Artists
Wang Jianping Environment 3D Artists
Zeng Yixin Environment 3D Artists
Zhang Xuechuan Environment 3D Artists
Zhang Zheyuan Environment 3D Artists
Li Hui Character Art Director
Wang Tianming Character Lead Artist
Xu Bin Character 3D Artists
Luo Huanxin Character 3D Artists
Qian Mengyu Character 3D Artists
Wang Kun Character 3D Artists
Wei Chengxuan Character 3D Artists
Territory Studio
Yugen Blake UI & Art Direction
Tim Kilgour 3D Lead
Pedro Ramos Motion Design
Joy Whilby Senior Producer
   
   
Mood Visuals
Malte Blom Madsen Concept and Motion Graphics Artist
Silas Amdi Concept Artist
Jesper Sølling Andersen Concept Artist
Marta Grajper Concept Artist
Christopher Rabenhorst Concept Artist & Art Director
Simon Fetscher Concept Artist
Jonas Springborg Concept Artist
Olle Wedenmark Concept Artist
Red Pipe Studios
Erik Olsson Audio Lead / Sound Designer
Erik Brattlöf Project Manager
Annika Hedlund Sound Designer
Joakim Kristensen Sound Designer
Fredrik Lantz Sound Designer
Anton Ahlberg Sound Designer
Anders Nilsson Sound Designer
Atanas Valkov - ID Music Productions
Atanas Valkov

Composer / Original Score / Arrangements / Orchestrations / Music Production / Guitars / Synthetizers / Programming

Michal Dul Assistant to Composer / Programming
Wojtek Makowski Guitarist Soloist / Programming
Keywords Studios
Chris Bewick FQA Regional Director
Lukasz Blaszczak FQA Manager
Lukasz Szewczyk FQA Manager
Damian Mielnik FQA Project Manager
Marcin Jankowski FQA Project Manager
Lukáš Vranák FQA Project Lead
Mohat Shil FQA Project Lead
Jacek Liberus Associate FQA Lead
Mikolaj Zelazny Associate FQA Lead
Alex Schuncke FQA Senior Tester
Maciej Stelmaszyk FQA Senior Tester
Martyna Sliwa FQA Senior Tester
Patryk Kita FQA Senior Tester
Adrian Frankiewicz FQA Tester
Adrian Robakowski FQA Tester
Adrian Wilkiel FQA Tester
Adrianna Kaszta FQA Tester
Agata Plucienczak FQA Tester
Agnieszka Kwarciak FQA Tester
Aleksander Zmarzly FQA Tester
Aleksandra Dziura FQA Tester
Amirian Lenkiewicz FQA Tester
Andrzej Karbowniczek FQA Tester
Andrzej Marklowski FQA Tester
Anton Kulyk FQA Tester
Artur Denis FQA Tester
Bartlomiej Gubala FQA Tester
Bartlomiej Lietz FQA Tester
Bartlomiej Pielak FQA Tester
Bartlomiej Woszczyna FQA Tester
Bartosz Jochemczyk FQA Tester
Bartosz Ziemonski FQA Tester
Borys Lis FQA Tester
Damian Kmiecik FQA Tester
Damian Zgorski FQA Tester
Dawid Gorzynski FQA Tester
Dominik Przybylo FQA Tester
Dominik Rosa FQA Tester
Edyta Albrecht FQA Tester
Filip Komorowski FQA Tester
Filip Musial FQA Tester
Filip Witecy FQA Tester
Igor Kaluza FQA Tester
Igor Pajkert FQA Tester
Jacek Kowalcze FQA Tester
Jakub Gegotek FQA Tester
Jan Robocinski FQA Tester
Joanna Strozyk FQA Tester
Kacper Piwowarski FQA Tester
Kacper Radomski FQA Tester
Kamil Janowski FQA Tester
Kamil Kot FQA Tester
Kamil Wiktorowski FQA Tester
Kamila Kremblewska FQA Tester
Karolina Krzyzowska FQA Tester
Klaudyna Raczka FQA Tester
Krystian Czogala FQA Tester
Krystian Raczka FQA Tester
Krzysztof Dabrowski FQA Tester
Krzysztof Wilk FQA Tester
Maciej Cygal FQA Tester
Magdalena Jakubowska FQA Tester
Magdalena Płoszaj-Kotynia FQA Tester
Maksymilian Polk FQA Tester
Marcin Banek FQA Tester
Marcin Karbowniczek FQA Tester
Marcin Migula FQA Tester
Mariusz Szulc FQA Tester
Mateusz Balawajder FQA Tester
Mateusz Kondziolka FQA Tester
Mateusz Rechul FQA Tester
Michael Foster FQA Tester
Norbert Zagorski FQA Tester
Patryk Klysz FQA Tester
Przemyslaw Kaczynski FQA Tester
Przemyslaw Kozik FQA Tester
Przemyslaw Siara FQA Tester
Radoslaw Wykusz FQA Tester
Rafal Bismor FQA Tester
Rafal Gabrys FQA Tester
Rafal Skorupa FQA Tester
Rafal Skrzypczyk FQA Tester
Robert Muras FQA Tester
Robert Skubala FQA Tester
Roksana Dymowska FQA Tester
Roksana Korocinska FQA Tester
Sebastian Jazwa FQA Tester
Sebastian Kielbasa FQA Tester
Sebastian Lindner FQA Tester
Sebastian Stochmal FQA Tester
Tomasz Nowak FQA Tester
Witold Hojka FQA Tester
Zuzanna Ozimek FQA Tester
Aaron Pinto FQA Tester
Alanna Moffatt FQA Tester
Aleksander Balicki FQA Tester
Aleksander Maciol FQA Tester
Aleksandra Lange FQA Tester
Alicja Grobelniak FQA Tester
Andrzej Kondas FQA Tester
Angelika Niemczewska FQA Tester
Artur Marcinkowski FQA Tester
Bartosz Pagacz FQA Tester
Daniel Osman FQA Tester
Dawid Kolaczuch FQA Tester
Dominik Szyszkowski FQA Tester
Elgun Shirinov FQA Tester
Hana Rihackova FQA Tester
Jakub Banas FQA Tester
Jakub Lipiec FQA Tester
Kamil Pleban FQA Tester
Karol Hosaja FQA Tester
Karol Kazimierski FQA Tester
Karolina Oles FQA Tester
Lucja Makowiecka FQA Tester
Lukasz Greda FQA Tester
Lukasz Olechowicz FQA Tester
Maciej Brewka FQA Tester
Maksym Tarasiuk FQA Tester
Marcel Celary FQA Tester
Marcin Pietka FQA Tester
Marcin Pietka FQA Tester
Marta Chmielewska FQA Tester
Martyna Wisniowska FQA Tester
Mateusz Dudek FQA Tester
Michal Janik FQA Tester
Michal Andryssek FQA Tester
Michal Jakubowski FQA Tester
Michal Wylag FQA Tester
Natalia Poreba FQA Tester
Olaf Strzalba FQA Tester
Oliwier Kordas FQA Tester
Pawel Hannig FQA Tester
Piotr Herman FQA Tester
Rafal Sikora FQA Tester
Sebastian Stochmal FQA Tester
Stanislaw Skalski FQA Tester
Szoszana Sara FQA Tester
Szymon Strugala FQA Tester
Taco Przybylo FQA Tester
Tomasz Blicharski FQA Tester
Wiktoria Brania FQA Tester
Wirginia Woznica FQA Tester
Wojciech Tworzydlo FQA Tester
Wojciech Zelazny FQA Tester
Marta Leksy FQA Resourcing Specialist
Natalia Lechnata FQA Resourcing Specialist
Bates Art AB
Great Graffiti Artist/Consultant
Bates Graffiti Artist/Consultant
Four For Music Ltd
George Strezov CEO / Conductor / Orchestration
Georgi Elenkov PhD CEO / Session Producer
Boris Radilov CEO / Principal Violoncello
Simeon Edward Orchestration / Session Librarian
Alexander Kostov Orchestration
Ognyan Georgiev Project Coordinator
Delyan Kolev Contracting
Plamen Penchev Sound Engineer
Vladislav Boyadzhiev Sound Engineer
Angeliya Vihrova Sound Engineer
Irina Stoyanova Concertmaster
Negina Stoyanova Principal 2nd violin
Desislava Tchokalova Violin
Ivan Staykov Violin
Gergana Deliyska Violin
Rosen Kazandzhiev Violin
Ivaylo Danailov Violin
Zhorzh Palikarsky Violin
Dorothea Dimitrova Violin
Yuliyan Stoyanov PhD Violin
Smilyana Lozanova Violin
Emil Haltakov Violin
Boyan Ivanov Violin
Gratziela Georgieva Violin
Iva Dzhadzheva Violin
Svetlin Kratchev Violin
Yuliya Katsarska Violin
Maria Aneva Violin
Diana Koleva Violin
Veselin Dimitrov Violin
Zdravka Komitova Violin
Yoan Latrovaliev Violin
Stefania Yankova Principal viola
Evgeniya Dimova Viola
Alexandrina Ignatova Viola
Radoslav Yordanov Viola
Vanya Yotsova Viola
Maria Valtchanova Viola
Emilia Gladnishka Viola
Christian Sugarev Viola
Sofia Radilova Violoncello
Vesela Pandinova Violoncello
Paulina Stantcheva Violoncello
Stanislav Ushinkin Violoncello
Teodora Atanasova Violoncello
Ilina Zhablenska Principal Double Bass
Desislava Lozeva Double Bass
Iliana Bentcheva Double Bass
Kristian Kosev Double Bass
Galya Simeonova Soprano
Emiliya Kirtcheva Soprano
Elena Mehandzhiyska Soprano
Denitsa Kaburova Soprano
Liliya Zdravkova Soprano
Daniela Pantchevska Alto
Vesela Todorova Alto
Dobroslava Mihailova Alto
Yoana Kuleva Alto
Dimana Todorova Alto
Ivaylo Yordanov Tenor
Boyan Vasilev Tenor
Evgeniy Dimitrov Tenor
Orlin Kamenov Tenor
Lyubomir Angelov Tenor
Yulian Perikliev Bass
Nikolay Milev Bass
Victor Krasvanov Bass
Emil Dakov Bass
Peter Petrov Bass
Liquid Violet, A Keywords Studio
Sergio Massabò VO Producer
Hannah McCarthy Casting Producer
Max Muller Sound Engineer
Jon Youseman Sound Engineer
Charlie Thomas Sound Engineer
Alyx Jones Post Editor
Leyton Rooney Post Editor
James Kirk Post Editor
Michael Dunn Technical Director
Studio Fontana
Tomáš Paulas Sound Engineer (Prague)
Freelancers
Amy Li Suk Ngai Fashion Designer
Ebiz_Swedscape Dancer
Stina Flodström Foliage Artist
Mark Healy VO Director
Filip Ženíšek Additional Casting and VO Director (Prague)
Samanta Miszkiel Junior User Researcher
Martin Ericsson Writer & World of Darkness expert
Paradox Interactive
Fredrik Wester Executive Chairman of the Board
Ebba Ljungerud CEO
Shams Jorjani Chief Business Development Officer
Johan Bolin Chief Marketing Officer
Daniel Grigorov Business Developer
Doru-Eugen Apreotesei VP Product Verification
Sean Greaney Brand Manager
Justin Achilli Creative Lead
Tomas Arfert Art Director
Karim Muammar Editor
Martyna “Outstar” Zych Community Developer
Jason Carl Marketing Manager
Svenska Stuntgruppen
Seth Ericson MoCap Stunt Coordinator
Karin Floengård Jönsson MoCap Performer
Nicklas Hansson MoCap Performer
Maria Rådman MoCap Performer
Tretton37
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House of Test
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Living IT
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Cujo Sound
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Jack Roach Technical Lead
Ben Lavery Studio Head
Joe Kelly Production Director
Brokendoll
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Roi Sabarov Visual Director
Niklas Gunnarsson Account Director
Emelie Söderström Compositor
Douglas Olin Houdini/3D-Artist
Itzia Moreno Diaz Art Director
Daniel Kristoffersson Unreal-Artist
Istudios Visuals
Anton Johansson Studio Manager
Sofia Frennesson Project Manager
Henrik Svilling Creative Director
Johannes Othén Capture Artist
Therese Eklöf Capture Artist
Lars-Gunnar Thorell Capture Artist
Viktor Johansson Capture Artist
Albert Ingvarsson Capture Artist
Martin Tonnesen Render Wrangler
Joel Brix Editor
Christoffer Ditlevsen Sound Designer
ComboStrike
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Baris Putun BI & Data Analyst
Betül Özbek BI & Data Analyst
David Worle CRO
Dilara Tigli Senior Producer
Egemen Arslan Chief Media Officer
Gabriela Leopard Programmatic Manager
Giulia Destro Project Manager
Isha Gupta Senior Media Strategist
Jorge Gude Junior Partner Manager
Lorris Clot Team Lead - Content & Creator Strategy
Manuel Ridruguez Rodríguez Accounts Director
SelinErbak Senior Paid Social Manager
Can Expect
Kamila Roman Producer
Piotr Feder Software Engineer
Grzegorz Machniewski Software Engineer
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Dariusz Zieliński Designer
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Stefano Petrullo CEO
Aaron Cooper Head of Content Creators
Greg Jones Senior Account Manager
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Mihail Iontchev Support Specialist
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Milen Genov Support Specialist
Montserrat Trujillo Rodríguez Support Specialist
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Tsubetan Support Specialist
Radoslav Borisov Support Specialist
Petar Borisov Support Specialist
Bilyana Damyanova Support Specialist
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李子 - Lǐzǐ Support Specialist
Stef Support Specialist
Vladislava Ivanova Support Specialist
Gaisneau Pugin Support Specialist
The Service Corporation AB
Perekv               Business manager                     
Mbohlin            Zendesk consultant                  
Marek Okoń Studios
Marek Okoń Key Art Illustrator
Undertone FX, Inc.
David (dj) Johnson CEO / Creative Director
Elsa Johnson COO
Neal Krupa Effects Artist
Cory Schmitz LLC
Cory Schmitz Graphic Designer
One Agency Sweden AB
Anders Åkerberg Infrastructure Engineer
Special thanks
Wilhelm Pettersson  
Kristofer Westergren  
Tobias Ekelin  
Christian Riddarbo  
Staffan Rosenblad  
Caroline Rosenblad Grönlund  
Tobias Sjögren  
Special thanks to our investor Tencent Holdings Ltd.
Steven Ma  
Bo Wang  
Michelle Liu  
Eddie Chan  
Li Shen  
Julien Bares  
Pete Smith  
Patrick Yuan  
Winter Zhao  
Kiai Xu  
Stanley Sun  
Edward Wang  
Stella Du  
Huibo Zhou  
Alvin Yao  
Ted Cao  
Howard Feng  
Fancy Fang  
Clair Guo  
Nicholas Hu  
Hefu Huang  
Nico Dong  
Edmund Wang  
Lida Zhou  

 

 

LEGAL NOTICES / OPEN SOURCE

 

This project ("THE PROJECT") is built on and with the aid of the following open source projects. Credits are given to these projects.


Open Source Software Licensed under the Unreal® Engine End User License Agreement:
The below software in this distribution may have been modified by the copyright holder of THE PROJECT.
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1. Unreal Engine
Unreal® Engine, Copyright 1998 – 2021 Epic Games, Inc. All rights reserved


Terms of the Unreal® Engine End User License Agreement:
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Unreal® Engine End User License Agreement For Publishing

To see the EULA change log click here. 

Please read this Agreement carefully. It is a legal document that explains your rights and obligations related to your use of the Unreal® Engine and related content. By downloading or using this software or any related content, you are agreeing to be bound by the terms of this Agreement. If you do not or cannot agree to the terms of this Agreement, please do not download or use this software or any related content.

Certain words or phrases are defined to have certain meanings when used in this Agreement. Those words and phrases are defined below in Section 24.

If your primary residence (or primary place of business, if you are a legal entity like a corporation or an academic institution) is in the United States of America, your agreement is with Epic Games, Inc. If it is not in the United States of America, your agreement is with Epic Games International S.à r.l., acting through its Swiss branch.

If you are separately licensed by Epic under a Custom License or the Unreal® Creator EULA, certain terms of this Agreement do not apply to your Custom Products or Unreal® Creator Products. Those terms are described below in Section 25.

1. License Grant

Epic grants you a non-exclusive, non-transferable, non-sublicensable (except as described in this Agreement) license to use, reproduce, display, perform, and modify the Licensed Technology for any lawful purpose (the “License”). However, the rights that Epic grants you under the License are subject to the terms of this Agreement, and you may only make use of the License if you comply with all applicable terms. Epic reserves all rights not expressly granted to you under this Agreement.

The License becomes effective on the date you accept this Agreement or download the Engine Code or any Content. The License does not grant you any title or ownership in the Licensed Technology.

(A) Allowed forms of Distribution and Sublicensing

You may Distribute Products or the Licensed Technology as follows:

a. Non-Engine Products - You may Distribute Non-Engine Products to any third party. “Non-Engine Product” means a Product made using the Licensed Technology that does not include any Engine Code or any Paid Content Distributed in uncooked source format (in each case, including as modified by you under the License) and does not require any Engine Code (including as modified by you under the License) to run. For example, and subject to the foregoing, you may freely Distribute non-interactive linear media products (e.g., broadcast or streamed video files, cartoons, movies, or images) rendered using the Engine Code, and asset files (other than UE-Only Content) developed or used with the Engine Code, including in products that use or rely on other video game engines. For clarity, this section does not constitute a license under any patents, copyrights, trademarks, trade secrets or other intellectual property rights, whether by implication, estoppel or otherwise.

b. Distribution to end users - You may Distribute the Licensed Technology incorporated in object code format only as an inseparable part of a Product to end users who are subject to an end user license agreement which explicitly disclaims any representations, warranties, conditions, and liabilities related to the Licensed Technology. The Product may not contain any Paid Content Distributed in uncooked source format or any Engine Tools.

c. Distribution to other licensees - You may Distribute Engine Code (including as modified by you under the License) in Source Code or object code format, or any Content, to an Engine Licensee who has rights under its license to the same Version of the Engine Code or Content that you are Distributing.

Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools (including as modified by you under the License) must take place either through the Marketplace (e.g., for distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for distributing source code).

d. Distributions to employees and contractors - You also may Distribute Content (other than Paid Plug-ins) to an Engine Licensee who is your employee or your contractor who does not have rights under their license to the same Content, but only to permit that Engine Licensee to utilize that Content in good faith to develop a Product on your behalf for Distribution by you under the License, and not for the purpose of Content pooling or any other Distribution or sublicensing of Content that is not permitted under this Agreement. Recipients of such a Distribution have a limited license to use, reproduce, display, perform, and modify that Content to develop your Product as outlined above, and for no other purpose.

e. Distribution of Paid Plug-ins - You may Distribute Paid Plug-ins to each of your Paid Plug-in Users so that they may use those Paid Plug-ins on your behalf under the License.

f. Distribution and sublicensing of Examples - You may Distribute or sublicense Examples (including as modified by you under the License) in Source Code or object code format to any third party. However, the rights in this Section 1(f) do not expand or modify your limited Distribution and sublicensing rights for Engine Code and Content (including as modified by you under the License) that are not Examples.

g. Distribution of Non-C++ Programming Language Integration - You may Distribute an integration of a programming language other than C++ for the Licensed Technology, but if you do, the integration must be Distributed free of charge to all Engine Licensees, must be available in source code form (including, but not limited to, any compiler, linker, toolchain, and runtime), and must permit Distribution free of charge, on all platforms, in any Product.

You are permitted to post snippets of Engine Code, up to 30 lines of code in length, online in public forums for the sole purpose of discussing the content of the snippet, or distribute such snippets in connection with supporting patches and plug-ins for the Licensed Technology, so long as it is not for the purpose of enabling non-Engine Licensees to use or modify any Engine Code, or to aggregate, recombine, or reconstruct any larger portion of the Engine Code.

You may not sublicense the Licensed Technology in Source Code format. You may not sublicense the Licensed Technology in object code format, or any Content, except to grant end users the ability to use, or to permit your publishers and distributors to market and Distribute, a Product that you Distribute as permitted in Section 1(a) above. This paragraph does not limit your rights to Distribute and sublicense Examples.

When you generate revenue from a Product or Distribute it to end users, you must provide Epic with advance notification at unrealengine.com/release, as early as reasonably possible, including the name of the Product, the format of distribution, unique Product id (where applicable), and the distribution channel(s). However, no advance notice is required for Distribution of Non-Engine Products.

(B) Other Restrictions

(i) UE-Only Content

For UE-Only Content, you may exercise your rights under the License only if and to the extent that the UE-Only Content is utilized in a Product that requires the Engine Code to operate or is a non-interactive linear media product (e.g., broadcast or streamed video files, cartoons, movies, or images) rendered using the Engine Code. However, if you hold a license to Twinmotion under the Twinmotion EULA, you may also exercise your rights under the License to import UE-Only Content into your Twinmotion projects for the purpose of visualizing such UE-Only Content within Twinmotion and exporting images and videos as permitted under the Twinmotion EULA. The UE-Only Content is subject to all of the terms of this Agreement that apply to Content, as well as the additional limitations described in this paragraph. All references in this paragraph to UE-Only Content include modified versions thereof made by you under the License.

(ii) Non-Compatible Licenses

You may not combine, Distribute, or otherwise use the Licensed Technology with any code or other content which is covered by a license that would directly or indirectly require that all or part of the Licensed Technology be governed under any terms other than those of this Agreement (“Non-Compatible License”). Code or content under the following licenses, for example, are prohibited: GNU General Public License (GPL), Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library), or Creative Commons Attribution-ShareAlike License. Code or content under the following licenses, for example, are allowed: BSD License, MIT License, Microsoft Public License, or Apache License. You may not sublicense the Licensed Technology under a Non-Compatible License.

(iii) General Restrictions

You may not engage in any activity with respect to the Licensed Technology, including as incorporated into a Product, (1) that violates any applicable law or regulation; (2) that results in the Licensed Technology being rented or leased; (3) that misappropriates any of Epic’s other products or services; (4) for the purpose of supporting a claim by you or any third party that the Licensed Technology infringes a patent; or (5) that results in a Distribution of a Product or the Licensed Technology in any manner other than what is permitted by Section 1(A). You also may not sell or grant a security interest in the Licensed Technology.

(C) Limited License for Unreal Tournament Content

Epic grants you a non-exclusive, non-transferable, non-sublicensable license, during the Unreal Tournament Project, for a single User to use, reproduce, and modify the Unreal Tournament Content for the sole purposes of creating Unreal Tournament Contributions for the Unreal Tournament Project and creating Unreal Tournament UGC (the “Unreal Tournament License”). You may not Distribute or sublicense to any person other than Epic, or include in any product, any Unreal Tournament Content. The Unreal Tournament License does not grant you any title, ownership rights, or other intellectual property rights in any Unreal Tournament Content. You agree to retain and reproduce in all copies of the Unreal Tournament Content the copyright, trademark, and other proprietary notices and disclaimers of Epic as they appear in the Unreal Tournament Content. All references in this paragraph to the Unreal Tournament Content include modified versions thereof made by you under the Unreal Tournament License.

Any Distribution of Unreal Tournament UGC must take place through the Marketplace, Epic’s GitHub UnrealEngine Network, or other Epic services, unless such Distribution is solely for the purpose of legitimate development of such Unreal Tournament UGC, and then only to Engine Licensees, or legitimate testing of such Unreal Tournament UGC, and then only to Engine Licensees or individuals who have accepted the latest Unreal Tournament EULA.

(D) Limited License for Robo Recall Mod Support

Epic grants you a non-exclusive, non-transferable, non-sublicensable license, during the period in which Epic makes access to the Robo Recall Content available to you, for a single User to use, reproduce, and modify the Robo Recall Content for the sole purpose of creating Robo Recall Mods for use with the Robo Recall video game (the “Robo Recall Mod Support License”). The Robo Recall Mod Support License is conditioned on the following: (a) you may not Distribute or sublicense to any person, or include in any product, any Robo Recall Content, except you may Distribute your Robo Recall Mods, but only in the form of .robo files and only if you do not charge a fee; (b) you may not Distribute, operate, or contribute to the Distribution or operation of stand-alone versions of the Robo Recall video game (or any variation thereof); (c) other Users may use, reproduce, modify and Distribute your Robo Recall Mods in accordance with this Section 1(D); and (d) you agree that the Robo Recall Content shall be treated as Licensed Technology for the purposes of the following Sections: Section 1(B)(ii) (Non-Compatible Licenses), Section 1(B)(iii) (General Restrictions), Section 15 (Indemnity), Section 16 (Export Compliance),Section 19 (U.S. Government End Users), and Section 21(Amendments to Agreement).

The Robo Recall Mod Support License does not grant you any title, ownership rights, or other intellectual property rights in any Robo Recall Content (excluding your Robo Recall Mods). You agree to retain and reproduce in all copies of the Robo Recall Content the copyright, trademark, and other proprietary notices and disclaimers as they appear in the Robo Recall Content. All references in this paragraph to the Robo Recall Content include modified versions thereof made by you under the Robo Recall Mod Support License.

You are solely responsible for the Robo Recall Mods you make available, and you covenant that your Robo Recall Mods will not violate Oculus’ content policies applicable to developers.

2. User License

The Licensed Technology is licensed to you for use by a single User (other than Paid Plug-ins, which may also be used by your Paid Plug-in Users as described below). The User may store the Licensed Technology on any of the User’s computers, but the Licensed Technology cannot be shared with others (including any other employees or agents) except through a permitted Distribution as described above.

In order to access and download the Engine Code and Content, you must set up an Account. You may not share or allow others to use your Account. You are responsible for the security of your Account. For questions regarding your Account, please go to epicgames.com/help.

Under the License, the User may use the Licensed Technology for as long as you comply with this Agreement. If you are a legal entity, references to “you” in this agreement also apply to the User in all cases. You are responsible for the User’s compliance with this Agreement.

For Paid Plug-ins, in addition to use by a single User, each Paid Plug-in User with respect to whom you have paid the associated fee may store the Paid Plug-in on any of the Paid Plug-in User’s computers and may use the Paid Plug-in on your behalf under the License, but the Paid Plug-in cannot be otherwise shared with others except through a permitted Distribution as described above. You are responsible for each Paid Plug-in User’s compliance with this Agreement.

If you are an Academic Institution, your use is not limited to a single User for any Licensed Technology other than Paid Content. Instead, you may store that Licensed Technology on any of your computers, and you may allow all users of those computers to use that Licensed Technology under the License. However, those users are not authorized under your License to Distribute or sublicense the Licensed Technology (including as incorporated in a Product). For that, they must obtain a License of their own.

3. New Versions and Content

During the term of your License, you will be entitled to access future Versions of the Engine Code and new Content that Epic chooses to make available to you. Epic does not have any obligation to make new Versions of the Engine Code or new Content available. Nor does Epic have any obligation to continue to make available for access or download any or all Versions of the Engine Code or Content. However, any Versions of the Engine Code and Content that Epic has made available to you, and for which you have accepted any applicable amendment to this Agreement as described in Section 21, are considered part of the Licensed Technology and may be used under the License (as amended by that amendment).

4. Paid Content

Epic may make Paid Content available to you for a fee. Your License to Paid Content is subject to your payment of the associated fee. In addition, your Paid Plug-in Users’ use of any Paid Plug-in under the License is subject to your payment of the associated fee for each Paid Plug-in User for that Paid Plug-in. When you pay the fee to obtain Paid Content, you are purchasing from Epic the right to have your License include that Paid Content. Regardless of any references Epic may make outside this Agreement to purchasing or selling Paid Content, Paid Content is licensed, not sold, to you under the License.

When you provide payment information to Epic or its authorized processor, you represent that you are an authorized user of the payment card, PIN, key, account, or other payment method specified by you, and you authorize Epic to charge such payment method for the full amount of the transaction.

From time to time, Epic may display links to Third Party Licensor Content on the Marketplace. Epic does not license or provide Third Party Licensor Content to you under this Agreement. Any use of Third Party Licensor Content requires you to enter into a separate license agreement directly with the provider of the Third Party Licensor Content. The terms of your license agreement with the provider of the Third Party Licensor Content will govern all matters related to your use of Third Party Licensor Content rather than the terms of this Agreement.

5. Royalty

You agree to pay Epic a royalty equal to 5% of all worldwide gross revenue actually attributable to each Product, regardless of whether that revenue is received by you or any other person or legal entity, as follows:

a. Gross revenue resulting from any and all sales of a Product to end users through any and all media, including but not limited to digital and retail;
b. Gross revenue resulting from any and all in-app purchases, downloadable content, microtransactions, subscriptions, sale, transfer, or exchange of content created by end users for use with a Product, or redemption of virtual currency, either within a Product or made externally but which directly affect the operation of the Product;
c. Gross revenue from any Kickstarter or other crowdfunding campaign which is directly associated with Product access or in-Product benefit (e.g., in a multi-tiered campaign, if an amount is established in an early tier solely for Product access, your royalty obligation will apply to that amount for each backer with the same access, but not on additional amounts in higher tiers based on ancillary benefits);
d. Your revenue from in-app advertising and affiliate programs;
e. Revenue from advance payments for a Product (from a publisher or otherwise);
f. Revenue received in connection with a Product’s inclusion in a streaming, subscription, or other game-delivery service (e.g., Apple Arcade, Microsoft GamePass, or any similar or successor services), including without limitation development funds and bonuses; and
g. Revenue in any other form actually attributable to a Product (unless excluded below).

However, no royalty is owed on the following forms of revenue:

1. The first $1,000,000 in lifetime gross revenue for each Product;
2. Gross revenue attributable to a Product from a calendar quarter during which the gross revenue for such Product is less than $10,000;
3. The first $5,000,000 in gross revenue for each Product from the Oculus Store;
4. Consulting fees or work-for-hire fees which are non-recoupable for services performed using the Licensed Technology (e.g., an architect-created walkthrough simulation or a contractor-developed in-house training simulator);
5. Revenue from a Non-Engine Product;
6. Revenue from a Product which is only Distributed to Engine Licensees (such as through the Marketplace);
7. Revenue from ancillary products which are not software and which do not contain embedded information (such as QR codes) which affects the operation of the Product (e.g., comic books, soundtracks, apparel);
8. Financial winnings generated by awards for the Product;
9. Revenue from donations for a Product which are not tied to Product access or in-Product benefits;
10. Revenue from Location-Based Experiences, such as interactive amusement park rides, coin-op arcades, or VR experiences, which use the Licensed Technology; and
11. Revenue collected from an end-user buyer of in-game items or other in-game content for your Product which is sold by an end-user seller and which is actually paid to the end-user seller and is not retained by you or any other party.

The royalty is based on gross revenue from end users, regardless of whether you sell your Product to end users directly, self-publish via the App Store or any similar store, or work with a publisher. The following simplified example illustrates the application of the royalty to gross sales: if your Product earns $10 on the App Store, Apple may pay you $7 (having deducted 30% as a distribution fee), but your royalty to Epic would still be 5% of $10 (or $0.50).

Royalties that you pay on an advance payment of revenue for a Product that is recoupable by the payer, such as a publisher, may be credited against future royalty payments that you incur under this Agreement for that Product.

Royalties must be reported and paid on a per-Product basis. Royalty exemptions may not be aggregated across multiple Products.

Within 45 days after the end of each calendar quarter in which a Product earns revenue outside of the above-listed royalty exclusions, you must pay to Epic the full amount of the royalty due for that quarter and send Epic a royalty report on a per Product basis. Detailed information on royalty reporting and payment can be found at unrealengine.com/release.

The royalty will be payable under this Agreement with respect to each Product for as long as any Engine Code or Content (including as modified by you under the License) incorporated in or used to make the Product are protected under copyright or other applicable intellectual property law.

6. Payments

Epic reserves the right to charge a 2% late fee, per calendar quarter (compounding), for any amounts unpaid after the required due date.

You are responsible for all taxes on all payments required to be made by you under this Agreement (other than taxes that Epic is obligated to pay on its income, which are Epic’s responsibility). If you are required by a government agency to reduce your payment to Epic for any reason, you are required to provide sufficient documentation to Epic supporting the withholding. For questions about withholding taxes or taxes in general, please go to epicgames.com/help.

Except to the extent required by law, all payments, fees and royalties are non-refundable under all circumstances.

7. Records and Audits

You agree to keep accurate books and records related to your development, manufacture, Distribution, and sale of Products and related revenue. Epic may conduct reasonable audits of those books and records. Audits will be conducted during business hours on reasonable prior notice to you. Epic will bear the costs of audits unless the results show a shortfall in payments in excess of 5% during the period audited, in which case you will be responsible for the cost of the audit.

8. Support

Epic does not have any support obligations with respect to the Licensed Technology under this Agreement. Support resources may be obtained at unrealengine.com/faq.

9. Feedback and Contributions

If you provide Epic with any Feedback, Epic is free to use the Feedback however it chooses. If you make any Contribution available to Epic, you hereby assign to Epic all right, title, and interest (including all copyright, patent, and other intellectual property rights) in that Contribution for all current and future methods and forms of exploitation in any country. If any of those rights are not effectively assigned under applicable law, you hereby grant Epic a non-exclusive, fully-paid, irrevocable, transferable, sublicensable license to reproduce, distribute, publicly perform, publicly display, make, use, have made, sell, offer to sell, import, modify and make derivative works based on, and otherwise exploit that Contribution for all current and future methods and forms of exploitation in any country. If any of those rights may not be assigned or licensed under applicable law (such as moral and other personal rights), you hereby waive and agree not to assert all of those rights. However, you may continue to freely use any Feedback that you provide to Epic, and you may continue to use, in any manner consistent with the License, any Contribution (including Unreal Tournament Code Contributions) that you make available to Epic. For Unreal Tournament Content Contributions, you may continue to use those Contributions only in a manner consistent with the Unreal Tournament License.

You understand and agree that Epic is not required to make any use of any Feedback or Contribution that you provide. You agree that if Epic makes use of your Feedback or Contribution, Epic is not required to credit or compensate you for your contribution.

You represent and warrant that you have sufficient rights in any Feedback or Contribution that you provide to Epic to grant Epic and other affected parties the rights described above. This includes but is not limited to intellectual property rights and other proprietary or personal rights.

10. Third Party Software

The Engine Code includes Third Party Software components. If Third Party Software has separate software license or attribution requirements, the license terms or other attribution requirements for Third Party Software components can be found in the installation directory for each engine version (under the /Engine/Source/ThirdParty/Licenses sub-folder). By entering into this Agreement and using Third Party Software, you are accepting the terms of those licenses. In this case, the Third Party Software terms will govern your use of the Third Party Software, and if there is inconsistency, those terms will take precedence over the terms of the License for the Third Party Software. You agree that the owners of the Third Party Software are intended third party beneficiaries to this Agreement in relation to your uses of Third Party Software.

11. Ownership

Epic or its licensors own all title, ownership rights, and intellectual property rights in the Engine Code and Content. You own all rights in the Products you develop under the License, other than the Engine Code and Content, Third Party Software, and any Contributions. All rights granted to you under this Agreement are granted by the Epic Licenses only and not by sale, and all of those rights are limited by and subject to the terms of this Agreement. No license or other rights will be created hereunder by implication, estoppel, or otherwise. Any attempted sublicense under this Agreement that is not consistent with the terms of this Agreement will be null and void.

12. Proprietary Notices and Attribution

You agree to retain and reproduce in all copies of the Licensed Technology the copyright, trademark, and other proprietary notices and disclaimers of Epic and third parties as they appear in the Engine Code and the Content.

You agree to place the following notices in the credits (replacing xxxx with the current year) for any Product, to the extent such product has credits:

“[Product name] uses the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere”

“Unreal® Engine, Copyright 1998 – xxxx, Epic Games, Inc. All rights reserved.”

No other license or right in the Epic Trademarks is granted under this Agreement. All use of the Epic Trademarks will inure to the sole benefit of Epic. You agree not to engage in any activity that could tarnish, dilute, or affect the validity or enforceability of the Epic Trademarks or cause consumer confusion or diminish any goodwill relating to any Epic Trademarks. If you wish to make further use of the Epic Trademarks, please go to unrealengine.com/branding.

Epic may use your trademarks, service marks, trade names, and logos used with any Product, as well as publicly released screen shots and video content from the Product, in connection with Epic’s marketing, advertisement, and promotion of the Unreal® Engine in any and all media without restriction.

13. Hardware and Usage Data

You acknowledge that, as a default setting, the Engine Code will collect and send to Epic anonymous hardware and usage data from end users of Products. This functionality is used by Epic to improve the Engine Code. You may modify the Engine Code under the License to turn off that functionality in your Product, or you may include in your Product the capability for your end users to turn off that functionality in the Product.

14. Disclaimers and Limitation of Liability

The Licensed Technology, the Marketplace, and all other materials and information provided by Epic (the “Epic Materials”) are provided on an “as is” and “as available” basis, “with all faults” and without warranty of any kind. Epic, its licensors, and its and their affiliates disclaim all warranties, conditions, common law duties, and representations (express, implied, oral, and written) with respect to the Epic Materials, including without limitation all express, implied, and statutory warranties and conditions of any kind, such as title, non-interference with your enjoyment, authority, non-infringement, merchantability, fitness or suitability for any purpose (whether or not Epic knows or has reason to know of that purpose), system integration, accuracy or completeness, results, reasonable care, workmanlike effort, lack of negligence, and lack of viruses, whether alleged to arise under law, by reason of custom or usage in the trade, or by course of dealing. Without limiting the generality of the foregoing, Epic, its licensors, and its and their affiliates make no warranty that (1) any of the Epic Materials will operate properly, including as integrated in any Product, (2) that the Epic Materials will meet your requirements, (3) that the operation of the Epic Materials will be uninterrupted, bug free, or error free in any or all circumstances, (4) that any defects in the Epic Materials can or will be corrected, (5) that the Epic Materials are or will be in compliance with a platform manufacturer’s rules or requirements, or (6) that a platform manufacturer will approve any of your Products, or will not revoke approval of any Product for any or no reason. Any warranty against infringement that may be provided in Section 2-312 of the Uniform Commercial Code or in any other comparable statute is expressly disclaimed. Epic, its licensors, and its and their affiliates do not guarantee continuous, error-free, virus-free, or secure operation of or access to the Epic Materials. This paragraph will apply to the maximum extent permitted by applicable law.

To the maximum extent permitted by applicable law, neither Epic, its licensors, nor its or their affiliates, nor any of Epic’s service providers, shall be liable in any way for loss or damage of any kind resulting from the use or inability to use the Epic Materials or otherwise in connection with this Agreement, including but not limited to loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses. In no event will Epic, its licensors, nor its or their affiliates, nor any of Epic’s service providers be liable for any loss of profits or any indirect, incidental, consequential, special, punitive, or exemplary damages, or any other damages arising out of or in connection with this Agreement or the Epic Materials, or the delay or inability to use or lack of functionality of the Epic Materials, even in the event of Epic’s or its affiliates’ fault, tort (including negligence), strict liability, indemnity, product liability, breach of contract, breach of warranty, or otherwise and even if Epic or its affiliates have been advised of the possibility of such damages. These limitations and exclusions regarding damages apply even if any remedy fails to provide adequate compensation.

Because some states or jurisdictions do not allow the exclusion or the limitation of liability for consequential or incidental damages, in those states or jurisdictions, the foregoing limitations of liability shall apply only to the full extent permitted by law.

15. Indemnity

You agree to indemnify, pay the defense costs of, and hold Epic, its licensors, its and their affiliates, and its and their employees, officers, directors, agents, contractors, and other representatives harmless from all claims, demands, actions, losses, liabilities, and expenses (including attorneys’ fees, costs, and expert witnesses’ fees) that arise from or in connection with (a) any claim that, if true, would constitute a breach by you of this Agreement (including, without limitation, any Distribution or sublicensing of the Licensed Technology in violation of this Agreement) or negligence by you, (b) any claim brought by any third party to whom you Distribute or sublicense the Licensed Technology in violation of this Agreement (including without limitation any claim that the Licensed Technology infringes a patent), (c) any claim that any Product or any other matter you created, or your exercise of the Epic Licenses, infringes any third party’s intellectual property rights or other proprietary or personal rights (except to the extent of any claim that your authorized use of unmodified Engine Code or Content originally provided to you by Epic under this Agreement infringes any United States patent, trademark or copyright), or (d) any federal, state, or foreign civil or criminal actions related to any Product. You agree to reimburse Epic on demand for any defense costs incurred by Epic and any payments made or damage or loss suffered by Epic, whether in a court judgment or settlement, based on any matter covered by this Section 15.

If you are prohibited by law from entering into the indemnification obligation above, then you assume, to the extent permitted by law, all liability for all claims, demands, actions, losses, liabilities, and expenses (including attorneys’ fees, costs and expert witnesses’ fees) that are the stated subject matter of the indemnification obligation above.

16. Export Compliance

You agree to comply with all applicable federal and foreign laws, regulations, and rules, and complete any required undertakings. You will obtain any necessary export license or other governmental approval prior to accessing, downloading, exporting, re-exporting, or releasing the Licensed Technology. You represent and warrant that you do not appear on any United States list of prohibited or restricted parties (including the Specially Designated Nationals List).

17. Governing Law and Jurisdiction

You agree that this Agreement will be deemed to have been made and executed in the State of North Carolina, U.S.A., and any dispute will be resolved in accordance with the laws of North Carolina, excluding that body of law related to choice of laws, and of the United States of America. Any action or proceeding brought to enforce the terms of this Agreement or to adjudicate any dispute must be brought in the Superior Court of Wake County, State of North Carolina or the United States District Court for the Eastern District of North Carolina. You agree to the exclusive jurisdiction and venue of these courts. You waive any claim of inconvenient forum and any right to a jury trial. The Convention on Contracts for the International Sale of Goods will not apply. Any law or regulation which provides that the language of a contract shall be construed against the drafter will not apply to this Agreement.

18. Class Action Waiver

You agree not to bring or participate in a class or representative action, private attorney general action, or collective arbitration related to the Licensed Technology or this Agreement. You also agree not to seek to combine any action or arbitration related to the Licensed Technology or this Agreement with any other action or arbitration without the consent of all parties to this Agreement and all other actions or arbitrations.

19. U.S. Government End Users

The Licensed Technology and related documentation are “Commercial Items” (as defined at 48 C.F.R. §2.101), consisting of “Commercial Computer Software” and “Commercial Computer Software Documentation” (as used in 48 C.F.R. §12.212 or 48 C.F.R. §227.7202, as applicable). The Licensed Technology is being licensed to U.S. Government end users only as Commercial Items and with only those rights as are granted to other licensees (other than Academic Institutions) under this Agreement.

20. Independent Contractor

You and Epic are independent contractors and are not the legal representative, agent, joint venturer, partner, or employee of the other. Neither party has any right or authority to assume or create any obligations of any kind or to make any representation or warranty on behalf of the other party.

21. Amendments of this Agreement

Epic may issue an amended Agreement at any time in its discretion by providing notice to you or by providing you with digital access to the amended Agreement when you next log in to your Account, access the Marketplace, or download additional Content or new Versions. You are not required to accept the amended Agreement. However, in order to continue accessing your Account or the Marketplace or to download or use additional Content or new Versions, you must accept the amended Agreement. By logging in to your Account, using the Marketplace, or downloading or using additional Content or a new Version, you hereby agree to be bound by the amended Agreement then most recently issued by Epic. If you do not accept the amended Agreement, you may not log in to your Account, access the Marketplace, download or use additional Content, or download or use any new Version that is made available by Epic contemporaneously with or after the issuance of that amended Agreement (but this will not terminate your License for the Licensed Technology that you downloaded prior to the issuance of the amended Agreement). If you are a legal entity, acceptance of an amended Agreement by any of your Users will be binding on you.

22. Notices

Where this Agreement calls for notice from Epic, including written notice, Epic may provide notice to you at the email address that you provided when you registered for the License (or any updated email address you subsequently provide). Epic’s notices to you will be effective when they are sent to that email address.

23. No Assignment

You may not, without the prior written consent of Epic, assign, transfer, charge, or sub-contract all or any of your rights or obligations under this Agreement, and any attempt without that consent will be null and void. You also may not transfer your Account. Epic may at any time assign, transfer, charge, or sub-contract all or any of its rights or obligations under this Agreement. For clarity, you are not prohibited by Epic from assigning or transferring your rights in your Product, other than the Engine Code, Content, and Contributions. Third Party Software assignment and transfer is governed by the terms of the applicable licenses.

24. Definitions

As used in this Agreement, the following capitalized words have the following meanings:

“Academic Institution” means any educational institution such as, but not limited to, a university, college, or high school, as well as libraries.

“Account” means a user account with a unique ID and associated password selected by you, which enables you to download the Engine Code and Content under the License.

“Content” means any code, artwork, or other content that Epic makes available to you for use with the Engine Code, other than any Unreal Tournament Content and any Robo Recall Content. For clarity, Content includes but is not limited to Paid Content and UE-Only Content.

“Contribution” means any code, whether in Source Code format or object code format, or any other information or content, that you make available to Epic by any means (e.g., via submissions to forums, wiki, or Epic’s GitHub UnrealEngine Network, or through email or otherwise). However, code, information, or content that you only make available to Epic as part of a Marketplace Submission at unrealengine.com/marketplace/submissions, and any Modified Engine Tools Package that you provide to Epic for Distribution, do not constitute Contributions. In addition, mere use of code or content with the Licensed Technology, without making that code or content available to Epic, does not constitute a Contribution.

“Custom License” means any agreement between you and Epic, or any sublicensor authorized by Epic, other than this Agreement or any amendment to this Agreement, under which you are granted a license to use the Unreal® Engine to develop one or more product(s), other than the Unreal® Creator EULA.

“Custom Product” means a product developed pursuant to a Custom License.

“Distribute” means to provide or otherwise make a copy available, or to make its functionality available on a network.

“Engine Code” means the Source Code and object code of the Unreal® Engine, including any future Versions, as made available to you by Epic under this Agreement, and any object code compiled from that Source Code.

“Engine Licensee” means a third party who is separately licensed by Epic to use the Engine Code and Content.

“Engine Tools” means (a) editors and other tools included in the Engine Code; (b) any code and modules in either the Developer or Editor folders, including in object code format, whether statically or dynamically linked; and (c) other software that may be used to develop standalone products based on the Licensed Technology.

“Epic” means, depending on the location of your primary residence or primary place of business:

a. Epic Games, Inc., a Maryland Corporation having its principal business offices at Box 254, 2474 Walnut Street, Cary, North Carolina, 27518, U.S.A.; or

b. Epic Games International S.à r.l., a Luxembourg Société à Responsibilité Limitée, located at Atrium Business Park, 33 rue du Puits Romain, L8070 Bertrange, Grand-Duchy of Luxembourg, acting through its Swiss branch, having its principal business offices at Platz 3, 6039 Root, Switzerland.

“Epic Licenses” means the License, the Unreal Tournament License, and the Robo Recall Mod Support License.

“Epic Trademarks” means the trademarks, service marks, trade names and logos associated with Epic, Epic’s games and other intellectual property, and the Unreal® Engine.

“Examples” means the Engine Code and Content made available by Epic in the Samples and Templates folders in the install directory or in the Content Examples projects available through the Marketplace.

“Feedback” means any feedback or suggestions that you provide to Epic regarding the Licensed Technology or the Marketplace.

“Licensed Technology” means any or all of the Engine Code and the Content, including as modified by you under the License.

“Location-Based Experience” means a Product that is used, displayed, and performed solely at a physical location under the control of You or Your authorized distributors and that is not otherwise Distributed to users.

“Marketplace” means the Unreal® Engine digital marketplace or other Unreal® Engine learning resource maintained by Epic or its affiliates, through which, among other things, Epic makes certain Content and Engine Code available for use under the License.

“Modified Engine Tools Package” means (a) Engine Tools, as modified by you under the License, that you provide to Epic for Distribution, and (b) any code, artwork, or other content that you provide to Epic for Distribution for use with the modified Engine Tools.

“Non-Engine Product” has the meaning set forth in Section 1(A)(a).

“Paid Content” means Content made available to you through the Marketplace for an additional fee, including but not limited to Paid Plug-ins.

“Paid Plug-in” means any Paid Content which includes a C++ code plug-in.

“Paid Plug-in User” means, for a particular Paid Plug-in, your individual employee or contractor for whom you have purchased the right to have your License include their use.

“Product” means any product developed under this Agreement that is made using the Licensed Technology or that combines the Licensed Technology with any other software or content, regardless of how much or little of the Licensed Technology is used.

“Robo Recall Content” means any code, artwork, or other content from, directly or indirectly, the Robo Recall Mod Kit available under the Modding tab of the Epic Games product launcher.

“Robo Recall Mods” means any game mod that utilizes, incorporates, or is based on any Robo Recall Content (including as modified by you under the Robo Recall Mod Support License).

“Source Code” means the human readable form of a software program, including all modules it contains, plus any associated interface definition files, scripts used to control compilation, and installation of an executable (object code).

“Third Party Licensor Content” means third party content to which Epic displays links in the Marketplace and that is designated in the Marketplace as content licensed directly from the third party content provider.

“Third Party Software” means third party software components included in the Engine Code. For avoidance of doubt, software in the following directory - /Engine/Extras/ThirdPartyNotUE/ - is not Third Party Software under this Agreement and is not distributed under this Agreement.

“Twinmotion” means Epic’s proprietary software application known as Twinmotion.

“Twinmotion EULA” means the Twinmotion End User License Agreement (as available at unrealengine.com/twinmotion/eula).

“UE-Only Content” means Content that is designated in the Marketplace as usable only in conjunction with the Engine Code.

“Unreal® Engine” means the proprietary computer software program known as the Unreal® Engine and any updates or upgrades to the program made available by Epic.

“Unreal® Creator EULA” means the Unreal® Engine End User License Agreement for Creators (as available at unrealengine.com/eula/creators), formerly known as the Unreal® Studio End User License Agreement.

“Unreal® Creator Product” means a product developed pursuant to the Unreal® Creator EULA.

“Unreal Tournament Code Contribution” means any Unreal Tournament Contribution that consists of code but does not include any Unreal Tournament Content (including as modified by you under the Unreal Tournament License) or other content.

“Unreal Tournament Content” means any code, artwork, or other content from, directly or indirectly, the GitHub UnrealEngine Network folder located at /UnrealTournament/Source or /UnrealTournament/Content/RestrictedAssets.

“Unreal Tournament Content Contribution” means any Unreal Tournament Contribution that includes information or content other than code.

“Unreal Tournament Contribution” means any Contribution that utilizes, incorporates, or is based on any Unreal Tournament Content (including as modified by you under the Unreal Tournament License).

“Unreal Tournament Project” means the development project, established on May 8, 2014 and curated by Epic through the GitHub UnrealEngine Network, for the development of a new Unreal Tournament video game.

“Unreal Tournament UGC” means original code, artwork, or other content that you create for use with the Unreal Tournament video game that is being developed in the Unreal Tournament Project.

“User” means an individual user who uses a valid Account to access the Engine Code, Content, Robo Recall Content, and the Marketplace. If you are an individual, “User” means you. For legal entities, “User” means the individual employee or agent through whom you are exercising rights under this Agreement.

“Version” means any updated or upgraded version of the Engine Code or Content that Epic chooses to make available to the public.

“You,” “your” or “yourself”, whether or not capitalized in this Agreement, means you as an individual or the legal entity exercising rights under this Agreement through you. For legal entities, “you,” “your” and “yourself” include any entity that controls, is controlled by, or is under common control with you, where “control” means the power, direct or indirect, to cause the direction or management of the entity in question, whether by contract or otherwise, or ownership of 50% or more of the outstanding shares or beneficial ownership of the entity in question.

25. Custom Licenses

Neither Custom Licenses, the Unreal® Creator EULA, nor the Twinmotion EULA are modified or otherwise affected by this Agreement. For Custom Products or Unreal® Creator Products, the terms of your applicable Custom License or, with respect to Unreal® Creator Products, the Unreal® Creator EULA will govern all matters (including royalties, notifications, Feedback, Contributions, trademarks, service marks, trade names, logos, screen shots, and video content related to those Custom Products or Unreal® Creator Products) related to your use of the code, artwork, and content that are licensed to you under that Custom License or the Unreal® Creator EULA, as applicable, instead of the terms of this Agreement. The terms of the Twinmotion EULA will govern all matters related to your use of Twinmotion, instead of the terms of this Agreement.

You may exercise your rights in Paid Content under this License in connection with Custom Products or Unreal® Creator Products that are developed and Distributed under your Custom License or the Unreal® Creator EULA, as applicable, as if they were Products developed and Distributed under the License. However, your exercise of those rights in connection with Custom Products and Unreal® Creator Products is governed by and subject to the terms of this Agreement, including without limitation all obligations and limitations that apply to use of Paid Content in connection with Products, as well as all disclaimers, limitations of liability, and indemnification rights of Epic, whether related to Paid Content, Products, or otherwise. Despite this, no royalty is owed under this Agreement on Custom Products, but royalties may be owed on Custom Products under the terms of a Custom License.

As used in this Agreement, the defined term “Product” does not include Custom Products or Unreal® Creator Products, and except as described above, the terms of this Agreement applicable to Products do not apply to Custom Products or Unreal® Creator Products.

26. Miscellaneous

This Agreement and any document or information referred to in this Agreement constitute the entire agreement between you and Epic relating to the subject matter covered by this Agreement. All other communications, proposals, and representations with respect to the subject matter covered by this Agreement are excluded. Upon conclusion of this Agreement, all royalties due to Epic will become immediately due and payable and all rights and remedies of Epic will survive.

The original of this Agreement is in English; any translations are provided for reference purposes only. You waive any right you may have under the law of your country to have this Agreement written or construed in the language of any other country.

This Agreement describes certain legal rights. You may have other rights under the laws of your jurisdiction. This Agreement does not change your rights under the laws of your jurisdiction if the laws of your jurisdiction do not permit it to do so. Limitations and exclusions of warranties and remedies in this Agreement may not apply to you because your jurisdiction may not allow them in your particular circumstance. In the event that certain provisions of this Agreement are not enforceable in your jurisdiction, those provisions shall be enforceable to the furthest extent possible under applicable law.

Any act by Epic to exercise, or failure or delay in exercise of, any of its rights under this Agreement, at law or in equity will not be deemed a waiver of those or any other rights or remedies available in contract, at law or in equity.

Unless otherwise stated in this Agreement, if any term of this Agreement is held by a court or tribunal of competent jurisdiction to be unenforceable, the term will be enforced to the maximum extent permissible and the remaining terms of this Agreement will remain in full force and effect. You agree that this Agreement does not confer any rights or remedies on any person other than the parties to this Agreement, except as expressly stated.

Epic’s obligations are subject to existing laws and legal process, and Epic may comply with law enforcement or regulatory requests or requirements despite any contrary term in this Agreement.

Open Source Software Licensed under the Apache License Version 2.0:
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1. mbedtls
Copyright The Mbed TLS Contributors

2. MultiprocessSharedPreferences  v1.0
Copyright (C) 2014 seven456@gmail.com


Terms of the Apache License Version 2.0:
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Apache License 

Version 2.0, January 2004

http://www.apache.org/licenses/ 

TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.

"License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.

"Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.

"Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, "control" means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.

"You" (or "Your") shall mean an individual or Legal Entity exercising permissions granted by this License.

"Source" form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.

"Object" form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types.

"Work" shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).

"Derivative Works" shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.

"Contribution" shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, "submitted" means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as "Not a Contribution."

"Contributor" shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work.

2. Grant of Copyright License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.

3. Grant of Patent License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.

4. Redistribution. You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions:

You must give any other recipients of the Work or Derivative Works a copy of this License; and 

You must cause any modified files to carry prominent notices stating that You changed the files; and 

You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and 

If the Work includes a "NOTICE" text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License. 

You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the conditions stated in this License. 

5. Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.

6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.

7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License.

8. Limitation of Liability. In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages.

9. Accepting Warranty or Additional Liability. While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.

END OF TERMS AND CONDITIONS

Open Source Software Licensed under the BSD 3-Clause License:
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1. The msinttypes
Copyright (c) 2006-2013 Alexander Chemeris 
All rights reserved.


Terms of the BSD 3-Clause License:
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Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

Open Source Software Licensed under the BSD 3-Clause License and Other Licenses of the Third-Party Components therein:
The below software in this distribution may have been modified by the copyright holder of THE PROJECT.
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1. snappy
Copyright 2011, Google Inc.
All rights reserved.

A copy of the BSD 3-Clause License is included in this file.

===

Some of the benchmark data in testdata/ is licensed differently:

 - fireworks.jpeg is Copyright 2013 Steinar H. Gunderson, and
   is licensed under the Creative Commons Attribution 3.0 license
   (CC-BY-3.0). See https://creativecommons.org/licenses/by/3.0/
   for more information.

 - kppkn.gtb is taken from the Gaviota chess tablebase set, and
   is licensed under the MIT License. See
   https://sites.google.com/site/gaviotachessengine/Home/endgame-tablebases-1
   for more information.

 - paper-100k.pdf is an excerpt (bytes 92160 to 194560) from the paper
   “Combinatorial Modeling of Chromatin Features Quantitatively Predicts DNA
   Replication Timing in _Drosophila_” by Federico Comoglio and Renato Paro,
   which is licensed under the CC-BY license. See
   http://www.ploscompbiol.org/static/license for more ifnormation.

 - alice29.txt, asyoulik.txt, plrabn12.txt and lcet10.txt are from Project
   Gutenberg. The first three have expired copyrights and are in the public
   domain; the latter does not have expired copyright, but is still in the
   public domain according to the license information
   (http://www.gutenberg.org/ebooks/53).

Open Source Software Licensed under the Curl License:
--------------------------------------------------------------------
1. curl
Copyright (c) 1996 - 2014, Daniel Stenberg, <daniel@haxx.se>.All rights reserved.


Terms of the Curl License:
--------------------------------------------------------------------
Permission to use, copy, modify, and distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright
notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF THIRD PARTY RIGHTS. IN
NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
OR OTHER DEALINGS IN THE SOFTWARE.

Except as contained in this notice, the name of a copyright holder shall not
be used in advertising or otherwise to promote the sale, use or other dealings
in this Software without prior written authorization of the copyright holder.

Open Source Software Licensed under the JSON License:
--------------------------------------------------------------------
1. json.org 
Copyright (c) 2002 JSON.org
All Rights Reserved.

2. JSON_checker
Copyright (c) 2002 JSON.org
All Rights Reserved.

    
Terms of the JSON License:
---------------------------------------------------
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

The Software shall be used for Good, not Evil.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Open Source Software Licensed under the MIT License:
--------------------------------------------------------------------
1. XUPorter
Copyright (c) 2012 Wei Wang @onevcat

2. MiniJson
Copyright (c) 2012 Wei Wang @onevcat


Terms of the MIT License:
--------------------------------------------------------------------
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Open Source Software Licensed under the OpenSSL License and the SSLeay License:
--------------------------------------------------------------------
1. openssl
Copyright (c) 1998-2017 The OpenSSL Project.  All rights reserved.
Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
All rights reserved.

2. OpenSSL
Copyright (c) 1998-2018 The OpenSSL Project.  
All rights reserved.
Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)  
All rights reserved.


Terms of the OpenSSL License and the SSLeay License:
--------------------------------------------------------------------
  The OpenSSL toolkit stays under a double license, i.e. both the conditions of
  the OpenSSL License and the original SSLeay license apply to the toolkit.
  See below for the actual license texts. Actually both licenses are BSD-style
  Open Source licenses. In case of any license issues related to OpenSSL
  please contact openssl-core@openssl.org.

  OpenSSL License
  ---------------

/* ====================================================================
 * Copyright (c) 1998-2017 The OpenSSL Project.  All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer. 
 *
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in
 *    the documentation and/or other materials provided with the
 *    distribution.
 *
 * 3. All advertising materials mentioning features or use of this
 *    software must display the following acknowledgment:
 *    "This product includes software developed by the OpenSSL Project
 *    for use in the OpenSSL Toolkit. (http://www.openssl.org/)"
 *
 * 4. The names "OpenSSL Toolkit" and "OpenSSL Project" must not be used to
 *    endorse or promote products derived from this software without
 *    prior written permission. For written permission, please contact
 *    openssl-core@openssl.org.
 *
 * 5. Products derived from this software may not be called "OpenSSL"
 *    nor may "OpenSSL" appear in their names without prior written
 *    permission of the OpenSSL Project.
 *
 * 6. Redistributions of any form whatsoever must retain the following
 *    acknowledgment:
 *    "This product includes software developed by the OpenSSL Project
 *    for use in the OpenSSL Toolkit (http://www.openssl.org/)"
 *
 * THIS SOFTWARE IS PROVIDED BY THE OpenSSL PROJECT ``AS IS'' AND ANY
 * EXPRESSED OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE OpenSSL PROJECT OR
 * ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
 * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
 * OF THE POSSIBILITY OF SUCH DAMAGE.
 * ====================================================================
 *
 * This product includes cryptographic software written by Eric Young
 * (eay@cryptsoft.com).  This product includes software written by Tim
 * Hudson (tjh@cryptsoft.com).
 *
 */

 Original SSLeay License
 -----------------------

/* Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
 * All rights reserved.
 *
 * This package is an SSL implementation written
 * by Eric Young (eay@cryptsoft.com).
 * The implementation was written so as to conform with Netscapes SSL.
 * 
 * This library is free for commercial and non-commercial use as long as
 * the following conditions are aheared to.  The following conditions
 * apply to all code found in this distribution, be it the RC4, RSA,
 * lhash, DES, etc., code; not just the SSL code.  The SSL documentation
 * included with this distribution is covered by the same copyright terms
 * except that the holder is Tim Hudson (tjh@cryptsoft.com).
 * 
 * Copyright remains Eric Young's, and as such any Copyright notices in
 * the code are not to be removed.
 * If this package is used in a product, Eric Young should be given attribution
 * as the author of the parts of the library used.
 * This can be in the form of a textual message at program startup or
 * in documentation (online or textual) provided with the package.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. All advertising materials mentioning features or use of this software
 *    must display the following acknowledgement:
 *    "This product includes cryptographic software written by
 *     Eric Young (eay@cryptsoft.com)"
 *    The word 'cryptographic' can be left out if the rouines from the library
 *    being used are not cryptographic related :-).
 * 4. If you include any Windows specific code (or a derivative thereof) from 
 *    the apps directory (application code) you must include an acknowledgement:
 *    "This product includes software written by Tim Hudson (tjh@cryptsoft.com)"
 * 
 * THIS SOFTWARE IS PROVIDED BY ERIC YOUNG ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 * 
 * The licence and distribution terms for any publically available version or
 * derivative of this code cannot be changed.  i.e. this code cannot simply be
 * copied and put under another distribution licence
 * [including the GNU Public Licence.]
 */

Open Source Software Licensed under the Zlib License:
--------------------------------------------------------------------
1. zlib
Copyright (C) 1995-2017 Jean-loup Gailly and Mark Adler


Terms of the Zlib License:
--------------------------------------------------------------------
  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.
  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:
  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
  Jean-loup Gailly        Mark Adler
  jloup@gzip.org          madler@alumni.caltech.edu
  The data format used by the zlib library is described by RFCs (Request for
  Comments) 1950 to 1952 in the files http://tools.ietf.org/html/rfc1950
  (zlib format), rfc1951 (deflate format) and rfc1952 (gzip format).

 

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