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-`.Fit` is used only when media subtype supports processing (avoid svg/gif/webp processing where unsupported in existing patterns).
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- Prefer `.RelPermalink` for rendered asset URLs.
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- Output formats:
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-`hugo.yaml` configures `home` outputs as `HTML`, `RSS`, and `JSON`.
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- Keep `HTML` first unless changing primary permalink behavior intentionally.
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## HTML / JS / TS Generator Conventions
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- HTML generation:
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- Follow existing Go template style (`{{ ... }}`) and keep overrides minimal/targeted in `layouts/partials/**`.
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- Reuse current fallback behavior (resource lookup first, then direct path fallback).
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- JavaScript/TypeScript generation:
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- There are currently no first-party `assets/**/*.js` or `assets/**/*.ts` source files in this repo; JS/CSS assets primarily come from the theme/module pipeline.
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- If adding custom JS/TS, place source files under `assets/` and build with Hugo Pipes (`resources.Get` + `js.Build`), then fingerprint in production.
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- Prefer `js.Build` options that are environment-aware: `targetPath`, `minify`, `sourceMap`; use `loaders` (`ts`/`tsx`) when importing TS/TSX explicitly.
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- Do not hand-edit generated `public/application*.js` files.
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## Pitfalls and Practical Rules
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- Keep Hugo/Node versions coherent with `mise.toml`, Netlify, and workflow configs before changing build behavior.
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- Run module/npm sync commands before assuming JS dependency resolution issues are template bugs.
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- When changing multilingual content or data keys, verify both `en` and `fr` variants.

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**Role:** Producer & Publisher
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**Timeline:** Jan 2025 - Mar 2025
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A keyboard-clacking, spam-sending, soul-collecting web game with adaptive music and comedic wit!
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I put together this remote, asynchronous team of juniors for Global Game Jam — it was showcased at GDC Nights and on the [TDoV Stream](https://youtu.be/YeYAgjXCNc0?si=iPVzXbyU6NtrDU_6&t=8344).
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**External page:**[Am I Y2K? on itch.io](https://arrccc.itch.io/am-i-y2k)
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## Pulled from external source
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The itch.io page describes a comedic, panic-era Y2K hacking game with a short-session loop focused on typing, sending chain emails, collecting souls, and buying upgrades.
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Highlights from the public page:
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- Browser/playable page with downloadable builds listed.
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- A content warning is provided by the developer.
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- Core loop centers on timing and efficiency over a fixed in-game time window.
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## Additional context
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- Listed under Charlie's itch.io projects.
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- Page includes instructions for controls and progression.
A fast-paced parkour game set to the backdrop of an alternate universe Greek city defined by its hyper-capitalist Pantheon.
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I pitched and led this project in my senior year — it was showcased at Launch 2025 in-person and on stream.
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**External page:**[Hermes' Runner on Steam](https://store.steampowered.com/app/3536730/Hermes_Runner/)
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## Pulled from external source
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Hermes' Runner is presented as a fast-paced parkour game set in a reimagined Greek city where the gods are real and corporate power is central to the worldbuilding.
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Public store/community information highlights:
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- Free-to-play and released in Early Access.
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- Momentum-driven movement and delivery-focused gameplay loop.
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- Public-facing updates mention polish passes, bug fixes, and community feedback integration.
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## Additional context
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- Developer/Publisher: Hermes Devs LLC (as listed on Steam)
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- Primary platform page: Steam Store and Community Hub

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**Role:** Publishing Manager
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**Timeline:** Aug 2025 - Present
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<strong> Still in production! </strong> <br> Us Five Forever is a painterly RPG about 5 college friends, death, and parties. I was brought on to inform publishing timelines, onboard the team to an agile project management software, and smooth production communication.
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**External page:**_Coming soon_
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## Overview
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Us Five Forever is currently in production. This page is a placeholder until a public project page is available.
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## Notes
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- Role: Publishing Manager
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- Timeline: Aug 2025 - Present
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- Placeholder: external source link is not yet available.
summary: <strong> Still in production! </strong> <br> Us Five Forever is a painterly RPG about 5 college friends, death, and parties. I was brought on to inform publishing timelines, onboard the team to an agile project management software, and smooth production communication.
summary: A fast-paced parkour game set to the backdrop of an alternate universe Greek city defined by its hyper-capitalist Pantheon. <br> I pitched and led this project in my senior year - it was showcased at Launch 2025 in-person and on stream.
summary: A keyboard-clacking, spam-sending, soul-collecting web game with adaptive music and comedic wit! <br> I put together this remote, asynchronous team of juniors for Global Game Jam - it was showcased at GDC Nights and on the <a href="https://youtu.be/YeYAgjXCNc0?si=iPVzXbyU6NtrDU_6&t=8344">TDoV Stream</a>!
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