
GITNUXSOFTWARE ADVICE
Video Games And ConsolesTop 10 Best Design Video Games Software of 2026
Ranked roundup of design video games software for creators, comparing Figma, Photoshop, Blender, Defold, GDevelop, and Cocos Creator tools.
How we ranked these tools
Core product claims cross-referenced against official documentation, changelogs, and independent technical reviews.
Analyzed video reviews and hundreds of written evaluations to capture real-world user experiences with each tool.
AI persona simulations modeled how different user types would experience each tool across common use cases and workflows.
Final rankings reviewed and approved by our editorial team with authority to override AI-generated scores based on domain expertise.
Score: Features 40% · Ease 30% · Value 30%
Gitnux may earn a commission through links on this page — this does not influence rankings. Editorial policy
Defold is the best fit if your team wants a lightweight, code-first engine workflow built around reusable entities, while GDevelop is the smarter entry when you prefer visual gameplay logic and quick 2D iteration without deep engine coding, and Adventure Game Studio works best for fast point-and-click RPG adventure authoring.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Defold
Collections let projects reuse shared entity groups across scenes while keeping behavior wired by components.
Built for fits when teams want a code-first game engine workflow with reusable entity composition..
GDevelop
Editor pickEvent sheets with objects, conditions, and actions let gameplay rules stay editable as scenes scale.
Built for fits when teams need visual gameplay logic and 2D scene iteration without deep engine coding..
Cocos Creator
Editor pickPrefab-driven scene composition plus TypeScript scripting support fast reuse of gameplay structures without rebuilding scenes.
Built for fits when small to mid-size teams want an editor-first engine with reusable prefabs..
Related reading
Comparison Table
Defold
API-firstDefold is a lightweight engine for developing two-dimensional and three-dimensional games.
Collections let projects reuse shared entity groups across scenes while keeping behavior wired by components.
Defold is a game engine and game development IDE workflow where projects combine resources, scenes, and scriptable behaviors into a single build artifact. Entity behavior is typically assembled through components and collections, so teams can structure gameplay features as reusable groups instead of custom scene graphs. The editor-centered workflow supports editing properties and scene composition, while Lua scripts handle runtime logic for input, AI, and UI updates.
A tradeoff for Defold is that advanced editor automation and deep third-party integration often require building custom tools or relying on community add-ons. Defold fits teams that want a tight code-first gameplay loop in Lua while keeping scenes and assets managed in-engine, especially when consistent cross-platform builds matter. It is also a good fit for studios that prefer component composition over large-scale prefab frameworks built outside the engine.
- +Lua scripting stays close to engine runtime for tight iteration
- +Collections and components support reusable gameplay composition
- +Project build pipeline targets multiple platforms from one codebase
- +Scene workflow reduces external editor and asset glue code
- –Deep automation for custom pipelines often needs extra tooling
- –Some advanced rendering or tooling workflows depend on project conventions
- –Large content teams may outgrow built-in asset workflows for scale
- –Complex tooling integrations can require additional engine-side scripting
Indie game developers
Rapid 2D prototypes with Lua logic
Faster playable iterations
Small studios
Reusable enemy and level modules
Lower scene duplication
Show 2 more scenarios
Cross-platform publishing teams
One project, many platform exports
Reduced porting overhead
The engine build pipeline packages the same project structure for target platforms.
Tools-minded teams
Custom asset and scene automation
More workflow consistency
Engine-side scripting supports extending the runtime loop and editor conventions.
Best for: Fits when teams want a code-first game engine workflow with reusable entity composition.
More related reading
GDevelop
SMBGDevelop is a no-code and low-code engine for creating games across multiple platforms.
Event sheets with objects, conditions, and actions let gameplay rules stay editable as scenes scale.
GDevelop centers on node-based logic built from event sheets, with objects, instances, and conditions that drive runtime behavior. A built-in scene editor supports typical 2D level composition, including sprite placement and tilemap editing, and the same project structure is reused across scenes. Extensibility comes through extensions that add new object types, actions, and functions that can appear inside event logic.
A tradeoff appears in large-scale projects where event logic can become difficult to refactor compared with code-first architecture. A common usage situation is a team producing a playable prototype or a content-heavy 2D game where designers iterate on gameplay rules directly inside the editor.
- +Event sheets provide structured visual scripting for gameplay rules
- +Tilemap editor and scene editor support typical 2D level workflows
- +Extensions let new actions and object types plug into events
- +Cross-platform export pipeline supports multiple 2D deployment targets
- –Large event graphs can slow refactoring compared with code-first projects
- –Complex systems may need careful organization to avoid duplicated logic
- –3D workflow depth is limited versus engines built for 3D production
Indie 2D game makers
Prototype combat and progression systems
Faster iteration cycles
Game design teams
Build levels with tilemaps
More reliable level testing
Show 2 more scenarios
Technical designers
Extend engine logic with add-ons
Reusable gameplay modules
Add custom actions and object types through extensions and keep logic inside event sheets.
Small studios
Ship cross-platform 2D releases
Consistent deployment
Use the same project setup to produce builds for multiple 2D targets.
Best for: Fits when teams need visual gameplay logic and 2D scene iteration without deep engine coding.
Cocos Creator
enterpriseCocos Creator is a component-based engine for two-dimensional and three-dimensional games.
Prefab-driven scene composition plus TypeScript scripting support fast reuse of gameplay structures without rebuilding scenes.
Cocos Creator centers on a scene editor that serializes game objects into a reusable hierarchy, which pairs with a prefab system for repeated gameplay structures. Visual animation editing and an animation state machine workflow support common character and UI sequences without leaving the editor. The engine scripting model integrates with TypeScript and JavaScript, which reduces friction for teams already standardized on web-style tooling.
A key tradeoff is that deep engine customization often requires native module work outside the editor, which can slow platform-specific needs. A typical usage situation is a studio producing a live-ops 2D title where designers need fast scene and prefab edits while developers handle component scripts and build exports.
- +Component-based editor workflow keeps scene and behavior aligned during iteration
- +Prefab system supports reusable gameplay modules across scenes
- +Animation state machine editing shortens transitions for characters and UI
- +TypeScript scripting fits web tooling and code review practices
- –Platform-specific native extensions can add build and maintenance complexity
- –Advanced rendering workflows may require extra engine knowledge to tune
- –Large asset pipelines can require stricter folder and dependency discipline
- –Real-time multiplayer integration often needs custom engineering work
Indie 2D teams
Rapid level iteration with shared enemies
Faster level content production
UI-heavy mobile studios
Stateful menu and character animations
Cleaner animation transitions
Show 2 more scenarios
Web-experienced developers
Gameplay scripting in TypeScript
Lower onboarding friction
TypeScript-based components integrate with existing front-end style workflows and testing habits.
Cross-platform publishing teams
Shared logic across mobile and desktop
Less platform divergence
Single project structure helps keep gameplay code aligned while export builds target multiple platforms.
Best for: Fits when small to mid-size teams want an editor-first engine with reusable prefabs.
Unity
enterpriseUnity provides a cross-platform engine for developing two-dimensional and three-dimensional games.
Editor scripting with C# plus prefab workflows for custom inspectors and repeatable content operations.
Unity is a game development IDE and engine used for 2D and 3D creation from scene editing to cross-platform builds. Its prefab workflow and component-based architecture speed up iteration across characters, levels, and tools.
Unity’s C# scripting API connects gameplay code to editor tooling, build automation, and runtime systems. For content interchange, it supports common asset import paths and exports through standard engine build pipelines.
- +Prefab and component workflows reduce repetition across scenes
- +C# scripting integrates runtime logic with editor customization
- +Extensive editor tooling for animation state machines and timeline workflows
- +Cross-platform build pipeline targets many device classes from one project
- –Large projects can stress editor performance and iteration throughput
- –Custom tooling depends on editor scripting conventions and package choices
- –Lighting and rendering workflows require per-target tuning to avoid regressions
- –Team governance across many assets needs strong asset and prefab version discipline
Best for: Fits when teams need C# scripting plus editor tooling to ship cross-platform 2D and 3D games on a shared codebase.
Unreal Engine
enterpriseUnreal Engine provides a real-time engine for high-fidelity games and interactive applications.
Blueprints integrate directly with Unreal’s reflection system, enabling editor-exposed gameplay logic without separate tool projects.
Unreal Engine provides a full game engine toolchain for building real-time 3D worlds, from scene editing to packaging for multiple targets. The editor workflow centers on the level editor and component-based Actor system, with C++ extensibility and visual scripting support through Blueprint.
Unreal Engine’s asset pipeline supports meshes, textures, animations, and materials with engine-native import paths and a repeatable cooking process for builds. Automation and extensibility are delivered through engine modules, build tools, and editor scripting so teams can standardize asset import, validation, and content generation.
- +Blueprint visual scripting plus C++ extensibility for gameplay and tools
- +Scene and asset workflows built around reusable Actors and components
- +Scalable lighting and rendering pipeline tuned for real-time output
- +Deterministic cooking and packaging pipeline for repeatable builds
- –Editor scripting and build tooling require engineering discipline
- –Large projects can slow iteration without asset and shader optimization
- –Cross-platform packaging introduces platform-specific content constraints
- –Advanced rendering features can increase setup time for new teams
Best for: Fits when teams need repeatable real-time 3D workflows with scripted build automation.
Godot
SMBGodot is an open-source engine for creating two-dimensional and three-dimensional games.
Scene instancing with nested node trees keeps prefabs and level variants tightly linked across the project.
Godot is a game engine and game development IDE used for building both 2D and 3D projects with a single editor workflow. Its scene-based system structures gameplay as reusable node trees, and its built-in GDScript scripting language integrates tightly with that hierarchy.
Godot includes a visual shader editor, an animation workflow with state-machine-style setups, and an export pipeline for cross-platform builds from the same project. The engine also supports extensibility through C# and native modules, which helps teams reach custom performance or tooling needs without abandoning the editor.
- +Scene-based node hierarchy makes prefabs and level composition straightforward
- +GDScript and editor integration speed iteration on gameplay logic
- +Visual shader editor connects material changes to project assets
- +Cross-platform export pipeline supports a single source project
- –Larger teams may need extra engineering to standardize project structure
- –Advanced AAA workflows can require more custom tooling than other engines
- –Certain rendering or networking edge cases may rely on community add-ons
- –Performance tuning often demands deeper knowledge of engine internals
Best for: Fits when solo creators or small teams want an integrated editor workflow for 2D and 3D game development with reusable scenes.
GameMaker
vertical specialistGameMaker provides a visual and code-based development environment for two-dimensional games.
Object events with built-in collision and room context provide a tight gameplay scripting loop.
GameMaker pairs a game development IDE with a scripting-first workflow that targets 2D game design and export builds. The editor supports sprite and animation authoring, along with room and scene composition for level assembly and gameplay iteration.
GameMaker’s project structure centers on object logic, collision handling, and reusable assets for an efficient asset pipeline. Tooling around automation and extensibility is strongest for teams that standardize templates and reuse code modules across projects.
- +Object-based gameplay model maps cleanly to collision and actor behavior
- +Room and level editor speeds iteration for 2D scene composition
- +Built-in deployment pipeline supports cross-platform build targets
- +Code and visual logic tools let teams standardize patterns
- –Large 3D projects face friction compared with engine-first pipelines
- –Extensibility via add-ons can fragment workflows across teams
- –Advanced rendering workflows require deeper engine knowledge than simpler IDEs
- –Multiplayer networking tooling is less complete than dedicated networking stacks
Best for: Fits when small teams ship 2D games and want fast iteration with reusable code patterns.
RPG Maker
vertical specialistRPG Maker provides specialized editors for role-playing games with maps, events, and combat systems.
Map event system with conditional branching and parallel processes for story and gameplay scripting inside the scene editor.
RPG Maker targets 2D game development with a built-in game development IDE that prioritizes event-driven systems over general-purpose programming. Its core loop centers on tiles, sprites, and an editor workflow for maps, battles, and story flow, so designers can prototype without building engine code.
The platform also supports plugin-based extensibility for UI, gameplay systems, and export behavior, which helps teams add features without rewriting the base toolchain. Asset handling and project configuration are geared toward publishing smaller 2D titles via a platform export pipeline rather than authoring complex real-time rendering systems.
- +Event-driven map and gameplay logic supports many RPG flows
- +Tilemap and battle-focused tooling reduces engine setup overhead
- +Plugin extensibility lets teams extend UI and gameplay systems
- +Export pipeline supports common 2D distribution workflows
- –Deep systems customization usually depends on third-party plugins
- –Visual logic can become hard to maintain for large projects
- –Advanced 3D rendering and physics tooling are not first-class
- –Performance tuning requires careful project and asset discipline
Best for: Fits when solo creators or small teams need fast 2D RPG prototyping without custom engine coding.
CRYENGINE
enterpriseCRYENGINE is a real-time engine for developing graphically demanding three-dimensional games.
Entity and brush-based world building inside the level editor, with editor changes reflected directly in runtime testing.
CRYENGINE provides a full-featured game development IDE centered on its native level and scene editors for authoring worlds and gameplay spaces. Its core capabilities include C++ engine scripting integration, a mature renderer toolchain with material and shader authoring, and built-in systems for physics simulation, animation, and navigation support during content production.
Asset workflows are oriented around engine-ready formats and tooling, with exporters that support common interchange paths for 3D content and textures. For teams that need engine-level control over lighting, rendering, and runtime behavior, CRYENGINE supplies editor-driven iteration plus extensibility through engine code and plugins.
- +Integrated level editor and scene editor support rapid in-engine world iteration.
- +C++ scripting integration enables engine-level gameplay changes without external glue.
- +Renderer toolchain supports deep material and shader workflow control.
- +Physics and animation systems are built to work with the editor pipeline.
- –Editor workflows can require engine familiarity to avoid iteration dead-ends.
- –Visual scripting depth is limited compared with node-based editor-first engines.
- –Asset pipeline setup takes discipline to keep import and material conventions consistent.
- –Extensibility via engine code increases build and maintenance overhead for smaller teams.
Best for: Fits when teams need engine-native authoring, C++ gameplay control, and renderer-focused iteration.
Adventure Game Studio
vertical specialistAdventure Game Studio is a development environment for classic point-and-click adventure games.
AGS event-driven scripting ties rooms, interactable objects, and character behavior into one adventure authoring loop.
Adventure Game Studio is a game development IDE geared toward point-and-click adventure titles. It uses a built-in authoring environment for scripting, room and character logic, and asset management in a single workflow.
Core capabilities focus on node-free, event-driven control flow where game behavior is defined through its scripting model and editor tooling rather than external level editors. Export targets and runtime packaging center on distributing adventure games built with the engine and its content conventions.
- +Adventure-specific authoring workflow keeps scene, logic, and assets in sync
- +Event-driven scripting model supports interactive objects and state changes
- +Built-in room and scene editing accelerates classic adventure layout work
- +Project structure suits small teams publishing self-contained adventure builds
- –Tooling depth for 3D game design is limited compared with general game engines
- –Automation and API surface are minimal beyond its scripting integration
- –Custom asset pipelines like glTF or USD interchange need manual handling
- –Extending editor behavior typically requires scripting rather than plugins
Best for: Fits when a small team needs a fast, adventure-focused authoring workflow without building a custom engine.
Conclusion
After evaluating 10 video games and consoles, Defold stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
How to Choose the Right design video games software
Design video games software spans editor-first toolchains and code-first engines that convert authored scenes into playable builds.
This guide covers Defold, GDevelop, Cocos Creator, Unity, Unreal Engine, Godot, GameMaker, RPG Maker, CRYENGINE, and Adventure Game Studio, with each tool reviewed for how authoring workflows and automation surfaces affect production pace.
Design workflow capabilities that control iteration speed and reuse
Design video games software improves production pace when the editor model mirrors runtime structures so authored scenes and gameplay logic stay aligned during iteration. Tools also matter when repeated content operations use reuse primitives instead of manual duplication across levels and variants.
The strongest differentiators in this set show up in how gameplay rules stay editable, how prefab or scene instancing preserves structure, and how authoring logic maps to runtime entities without fragile glue. Defold, GDevelop, Cocos Creator, and Unity lead for different reasons because each one targets a specific editor-to-runtime composition pattern.
Reuse primitives that keep scenes and gameplay behavior consistent
Defold uses Collections to reuse shared entity groups across scenes while components keep behavior wired by composition, reducing per-scene editing. Godot uses nested scene instancing so prefab-like variants stay linked to nested node trees across the project.
Editable gameplay logic that scales without rewriting scenes
GDevelop’s event sheets keep object conditions and actions editable as scenes scale, so gameplay rules evolve without rebuilding every level. RPG Maker’s map event system supports parallel processes and conditional branching inside the scene editor for story and gameplay flows.
Editor extensibility that turns authoring work into repeatable operations
Unity’s editor scripting with C# plus prefab workflows supports custom inspectors and repeatable content operations for repeated asset placement and scene setup. Unreal Engine’s Blueprint system integrates with Unreal reflection so editor-exposed gameplay logic can be created without separate tool projects.
Scene composition systems that minimize rebuild work during iteration
Cocos Creator pairs prefab-driven scene composition with TypeScript scripting so reusable gameplay structures do not require rebuilding scenes. GameMaker’s object events and room context provide a tight gameplay scripting loop that pairs runtime behavior with 2D room composition.
In-engine authoring loops that keep world changes testable during building
CRYENGINE combines a level editor and runtime testing so editor changes reflect directly in in-engine iteration. Adventure Game Studio ties rooms, interactable objects, and character behavior into one event-driven authoring loop for adventure interaction states.
Select by editor-to-runtime mapping and the kind of automation needed
The right design video games software choice depends on how the editor model preserves runtime structure when content scales beyond a small prototype. The next steps split by whether authoring logic lives closer to code, closer to visual graphs, or inside scene and object contexts.
After choosing the authoring model, the automation question becomes whether the tool offers built-in reuse primitives like Collections, prefabs, and instancing, or whether repeatable operations require extra tooling and conventions. These steps also account for build-time friction from platform-specific extensions and editor iteration throughput in large projects.
Pick a primary authoring model that matches the team’s iteration loop
Choose Defold if the target workflow is code-first with reuse driven by Collections and components while Lua stays close to runtime behavior for tight iteration. Choose GDevelop if the target workflow is visual gameplay rule editing in event sheets tied to objects and scene composition.
Choose scene reuse that prevents structural drift across variants
Choose Godot if nested scene instancing is the core mechanism so level variants remain tightly linked to prefab-like node hierarchies. Choose Cocos Creator if prefab system reuse plus TypeScript scripting is preferred so reusable gameplay modules can be dropped into scenes without rebuilding.
Decide how much editor scripting is required for content operations
Choose Unity if custom inspectors and repeatable content operations must be built using editor scripting with C# plus prefab workflows. Choose Unreal Engine if editor-exposed gameplay logic should be created via Blueprints while C++ extensibility supports deeper engine-level tooling.
Assess whether the workflow depends on tool extensibility beyond the core editor
Choose Cocos Creator when platform-specific native extensions are acceptable because those can add build and maintenance complexity to the pipeline. Choose GameMaker when add-on-driven extensibility is acceptable because workflows can fragment across teams when capabilities rely on add-ons.
Filter for complexity ceilings in large projects
Choose Unity with caution if large projects stress editor performance and iteration throughput because editor scripting and custom tooling depend on conventions and package choices. Choose Unreal Engine with caution if editor scripting and build tooling require engineering discipline because large projects can slow iteration without asset and shader optimization.
Match the tool to the game scope type the studio actually ships
Choose GameMaker or RPG Maker when the shipping target is primarily 2D with room or map-driven logic where event-driven workflows stay maintainable. Choose CRYENGINE or Adventure Game Studio when the shipping target is closer to in-engine world iteration or adventure authoring loops rather than broad general-purpose scene authoring.
Who benefits from each design workflow model
Creators benefit when the software preserves authored intent from scene and logic editing into runtime behavior without forcing manual translation steps. The tools in this guide support different authoring models that map to team roles and production constraints.
The audience fit changes most around whether gameplay logic is edited as event graphs, scene node trees, or editor-exposed reflection systems. It also changes when teams need repeatable content operations and when they can standardize project structure across multiple contributors.
Code-first teams building reusable gameplay compositions
Defold supports a reusable gameplay composition workflow using Collections and components while Lua scripting stays close to engine runtime for tight iteration. Godot also fits when reusable scenes should stay linked through nested node hierarchies.
2D teams who want gameplay rules to remain editable during level growth
GDevelop keeps gameplay rules editable using event sheets tied to objects and actions while the tilemap editor and scene editor support typical 2D level workflows. GameMaker fits small teams that need object events and room context for a tight gameplay scripting loop.
Small to mid-size teams prioritizing editor-first reuse modules
Cocos Creator fits when prefab-driven scene composition plus TypeScript scripting reduces rebuilding work while keeping editor workflows aligned. Unity fits when repeatable content operations and custom inspectors are required through editor scripting and prefab workflows.
Studios planning repeatable real-time 3D workflows with editor-exposed logic
Unreal Engine fits teams that want Blueprints integrated with reflection so editor-exposed gameplay logic can be authored without separate tool projects. CRYENGINE fits teams that prefer engine-native authoring where editor changes reflect directly in runtime testing.
Solo creators focused on adventure pacing or RPG prototyping
Adventure Game Studio supports an adventure-specific authoring loop where rooms, interactable objects, and character behavior are tied together through event-driven scripting. RPG Maker supports fast 2D RPG prototyping using map events with conditional branching and parallel processes inside the scene editor.
Common failure modes when adopting a design video games workflow
Design tools fail when the chosen authoring model does not match the scale of gameplay logic and content variation. Many breakdowns come from attempting to grow an event graph or scene hierarchy without structure or without aligning reuse primitives to production habits.
These pitfalls show up as refactoring slowdown, missing extensibility for pipeline needs, and iteration bottlenecks in editor-heavy projects. The fixes below map directly to the workflow mechanisms called out for each tool in this set.
Building large visual event graphs without a strategy for refactoring and duplication control
GDevelop can slow refactoring when event graphs become large, so keep event structure modular instead of copying logic across scenes. RPG Maker visual logic can become hard to maintain for large projects, so use map event patterns that reuse shared conditional flows rather than branching everywhere.
Treating prefab and scene reuse as a substitute for project conventions
Godot nested instancing stays linked through nested node trees, but larger teams often need extra engineering to standardize project structure. Unreal Engine and Unity both depend on editor scripting conventions and package choices, so define naming and component patterns early.
Expecting deep pipeline automation without investing in additional tooling or governance discipline
Defold can require extra tooling for deep automation in custom pipelines because reuse via Collections and components still needs conventions to extend beyond the core editor. CRYENGINE editor workflows can require engine familiarity to avoid iteration dead-ends, especially when teams try to use authoring features without building internal expertise.
Overestimating extensibility paths that rely on native extensions or add-ons across contributors
Cocos Creator can face build and maintenance complexity from platform-specific native extensions, so validate extension needs before committing to them. GameMaker extensibility via add-ons can fragment workflows across teams, so standardize which add-ons are allowed and how their patterns are applied.
How We Selected and Ranked These Tools
We evaluated Defold, GDevelop, Cocos Creator, Unity, Unreal Engine, Godot, GameMaker, RPG Maker, CRYENGINE, and Adventure Game Studio using features and ease/value as major factors. Features accounted for 40% of the scoring, with ease and value each accounting for 30% to reflect how quickly authored scenes and logic can become playable builds.
Defold ranked first because Collections and components enable reusable gameplay composition across scenes while Lua scripting stays close to engine runtime for tight iteration. The same scoring also rewarded tool/editor alignment, since GDevelop’s event sheets keep gameplay rules editable as scenes scale and Unreal Engine’s Blueprints integrate with reflection for editor-exposed gameplay logic.
Frequently Asked Questions About design video games software
Which tool fits a code-first workflow for reusable entity composition in 2D and 3D?
How does event-based visual scripting handle gameplay scaling in scene projects?
What breaks if prefabs and editor scripting are the only approach to custom tools in a team workflow?
When is scene-based nesting better than flat object lists for maintaining level variants?
What tradeoff appears when targeting 3D real-time worlds with C++ control and visual scripting side-by-side?
Which platform export workflow is better for smaller 2D projects that need fast publishing without complex rendering?
How do asset pipeline practices affect texture reuse and build-ready resource preparation?
What security and access controls should be expected for multi-person scene editing and automation?
How should studios plan data migration when switching from one editor-driven workflow to another?
Where does extensibility fall short when a team needs custom workflow logic beyond the editor’s native scripting model?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
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