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            <description>A name given to the resource</description>
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                <text>Motion</text>
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            <name>Subject</name>
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                <text>Video, Film, Games</text>
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                <text>This is a category that is a bit odd. We are looking at motion media pieces as designed objects. This requires thinking less about just the dialog and actors, and instead treating it's totality as designed experience.</text>
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                <text>Students of COM/ENG 395</text>
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            <name>Publisher</name>
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                <text>Students of COM/ENG 385</text>
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                <text>Students of COM/ENG 385</text>
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    <name>Still Image</name>
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              <text>Cuphead (Video Game)</text>
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              <text>"Cuphead-Don't Deal With the Devil" is a run and gun video game that is extremely unique in it's style and story. The game was made almost entirely with 2D cel animation which is a very dated art style that requires hand drawn animation and many hours to make seconds of animation. This style was implemented to follow the game's narrative taking place in an old timey casino with big band jazz music and ridiculous villains. The art style is similar to old Disney and Fleischer studios cartoons using rubber hose character designs pulling the viewer farther into this vintage world. The game juxtaposes its childish appearance with incredibly difficult levels, boss battles, and tutorials (seriously). As an animation fan, this game stood out to me because of it's impeccable attention to detail and clever use of old-school animation in a video game. This game sets the bar high for video game companies because Cuphead's game designers (Studio MDHR) are a start up company with only a few animators that made a great first impression in a time where video games have surreal graphics and intricate technology. Cuphead will be known as a classic indie game not only because of the fun levels or its addictive nature, but it is presented to look like a classic game. This approach was strategic and pulled off perfectly by Studio MDHR making Cuphead seem like it is one of the classic games that all people should play. There is also a sense of nostalgia that most people will feel when playing this game even though they may never have played it before. The success of this game is seen through many lenses of details carefully put into its design but I believe its biggest accomplishment is presenting the game as a recognizable story with elements every person is familiar with.</text>
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              <text>Studio MDHR</text>
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          <name>Publisher</name>
          <description>An entity responsible for making the resource available</description>
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              <text>CJ Falchi</text>
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          <name>Date</name>
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              <text>2/9/2020</text>
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              <text>Screen Capture</text>
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