
GITNUXSOFTWARE ADVICE
Video Games And ConsolesTop 10 Best Video Game Editing Software of 2026
Ranked picks for video game editing software, weighing workflow, effects, and export options, including DaVinci Resolve, Premiere Pro, PowerDirector.
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
CyberLink PowerDirector is the best fit for quick, reliable game highlight edits with dependable exports, while Movavi Video Editor works better if you want beginner-friendly gameplay trimming for consistent results, and Shotcut is a solid choice when you need a free editor for repeatable timeline montages.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
CyberLink PowerDirector
Render Queue batch finishing that exports multiple versions without re-opening timelines.
Built for fits when creators need quick game highlight editing with reliable exports and basic grading..
Movavi Video Editor
Editor pickStabilization plus chroma keying in one timeline workflow for rapid highlight cleanup.
Built for fits when individual creators need quick gameplay edits and consistent exports..
OpenShot Video Editor
Editor pickKeyframe opacity and transform controls make overlays and basic motion graphics easy on the timeline.
Built for fits when quick gameplay montage edits need simple timeline control and repeatable exports..
Comparison Table
CyberLink PowerDirector
SMBMainstream desktop video editor with effects, templates, and screen-focused editing features.
Render Queue batch finishing that exports multiple versions without re-opening timelines.
PowerDirector is a non-linear editor built around a timeline, an effects stack, and overlay tools that work directly on clips for typical highlight and montage editing. Multi-cam editing helps when game captures arrive from multiple angles, and keyframe controls support motion tracking style results for picture-in-picture layers. The render queue supports unattended finishing, which fits workflows that need multiple versions of the same edit.
The tradeoff is that advanced finishing features and compositing depth are thinner than dedicated node-based compositors, especially for complex alpha composites. PowerDirector works best when the goal is fast edit-through of game footage, adding effects and basic grading, then exporting multiple variants from a single timeline.
- +Render queue supports batch exports from one timeline
- +GPU rendering improves responsiveness during effects playback
- +Multi-cam editing supports multi-angle game capture timelines
- +Keyframe motion controls make overlay timing predictable
- –Node-based compositing depth lags behind dedicated compositors
- –Some pro-grade color workflows require careful manual adjustment
- –Audio fine-tuning can feel limited for complex mix tasks
Solo stream editors
Daily highlight reels from VODs
Shorter turnaround from footage to export
Content teams
Multi-cam esports recaps
Consistent edits across camera angles
Show 1 more scenario
Montage creators
Music-driven motion overlays
Tighter timing for rhythmic edits
Keyframe motion controls time picture-in-picture movement to match beats and transitions.
Best for: Fits when creators need quick game highlight editing with reliable exports and basic grading.
Movavi Video Editor
SMBBeginner-oriented editor for trimming, effects, titles, and quick assembly of gameplay footage.
Stabilization plus chroma keying in one timeline workflow for rapid highlight cleanup.
Movavi Video Editor supports a non-linear timeline with multi-track editing, so gameplay cuts, overlays, and voice edits can stay in one view. Effects coverage includes chroma keying, motion-related tools like stabilization, and basic color adjustments with LUT-style color workflows. Clip management uses an asset bin plus typical trim and split operations designed for quick iteration on short recordings.
A tradeoff appears in advanced finishing depth, because it lacks the node-based compositing and deep color management workflows expected in pro editors. It fits a workflow where frequent small exports matter, like posting highlights after each match or iterating thumbnail-ready clips from longer sessions.
- +Chroma keying tools for quick green-screen inserts in gameplay clips
- +Timeline editing workflow geared for trimming, splitting, and arranging short runs
- +GPU-accelerated playback and rendering for faster iteration on typical footage
- +Export presets for common gameplay formats and platform-style outputs
- –Advanced compositing depth is limited compared with node-based editors
- –Color grading controls are less granular than pro finishing tools
- –Audio mixing tools do not match dedicated editing workflows for dialogue
- –Complex multi-cam workflows can feel more manual than specialized editors
Streamers and highlight editors
Convert long sessions into post-ready clips
More clips published per session
Casual creators
Replace background during gameplay overlays
Cleaner overlays on upload
Show 1 more scenario
Content teams using voiceovers
Edit commentary over gameplay footage
Tighter pacing in re-edits
Timeline placement keeps voice timing aligned with cuts and b-roll moments.
Best for: Fits when individual creators need quick gameplay edits and consistent exports.
OpenShot Video Editor
SMBFree open-source editor for simple cuts, titles, and assembly of gameplay clips.
Keyframe opacity and transform controls make overlays and basic motion graphics easy on the timeline.
OpenShot Video Editor supports non-linear timeline editing with clip trimming, timeline scrubbing, and keyframe interpolation for position, scale, and opacity. The media library organizes assets into an asset bin that makes it easier to reuse clips across multiple sequences. The render flow uses a queue for multi-item exporting, which helps when producing several killcam cuts or trailer variants. Integration depth is limited, since external automation relies mainly on project file workflows rather than an exposed automation API.
A tradeoff appears in effects and grading depth, since advanced monitoring tools and fine color pipeline controls are not a primary focus. OpenShot fits situations where gameplay edits need readable timelines, fast iteration, and predictable exports more than complex compositing or high-end color finishing. For a short montage with overlays, sound sync adjustments, and a few transitions, the timeline workflow stays efficient.
- +Timeline editing stays simple with clip trimming and intuitive keyframe handles
- +Render queue supports exporting multiple deliverables from one edit session
- +Asset bin workflow keeps reusable gameplay clips in one place
- +Project-based workflow supports versioning through exported project files
- –Compositing and grading depth lags behind node-based editors
- –Fewer high-end finishing controls for color and monitoring
- –Automation and extensibility are limited versus editors with scripting APIs
- –Some export workflows require preset tuning for consistent results
Indie game creators
Montage edits with title overlays
Faster montage iteration
Streamer teams
Batch exporting clip variants
Less manual exporting
Show 1 more scenario
Community editors
Editing highlight reels
Cleaner highlight pacing
Timeline scrubbing and trimming support frame-accurate cuts for reactions.
Best for: Fits when quick gameplay montage edits need simple timeline control and repeatable exports.
Final Cut Pro
SMBMac-based professional editor with fast timeline performance for gameplay footage and highlight reels.
Magnetic timeline behavior that maintains clip relationships during ripple trims and rearranges.
Final Cut Pro is a non-linear editor that prioritizes speed in daily timeline work through optimized playback and editing controls on macOS. It supports multi-format media workflows, timeline-based effects, and frame-accurate trimming for shots that must stay in sync across video and audio.
Editors can use XML-based interchange with round-trip workflows, and they can automate repetitive edits through AppleScript integration and workflow-friendly media management. For game capture, it also handles proxy workflows and export settings geared to high-throughput rendering.
- +Fast timeline playback and responsive scrubbing during heavy edits
- +Strong magnetic timeline behavior for rapid scene rearranging
- +Proxy workflow options for smoother editing on large game captures
- +Export controls with codec and resolution presets for delivery
- –Automation via scripting is less direct than code-based editor APIs
- –Advanced compositing needs more setup than dedicated compositors
- –Collaboration features rely on handoff workflows rather than built-in review
- –Certain third-party effect ecosystems are narrower than Windows-first editors
Best for: Fits when a macOS team needs rapid timeline editing for game footage with fast exports.
VEGAS Pro
SMBWindows video editor with multi-track editing and effects for recorded gameplay and esports content.
Multi-cam editing with tight timeline alignment for gameplay takes and synchronized voice tracks.
VEGAS Pro edits gameplay, voice, and cutscenes on a timeline with frame-accurate trimming and a render queue for controlled multi-format exports. The software supports multi-cam editing, keyframing across common video and audio parameters, and GPU rendering to speed preview and renders for typical game-editing workloads.
Effects and finishing workflows include chroma keying, audio mixing tools like ducking, and color grading with LUT support. It also includes asset management features such as an asset bin plus codec and bit-depth options aimed at maintaining image quality through delivery.
- +Frame-accurate timeline editing with responsive scrubbing for cutscene pacing
- +Render queue supports unattended multi-format exports from one timeline
- +Multi-cam editing supports quick switching and consistent audio alignment
- +GPU rendering reduces render and preview time for effect-heavy sequences
- –Advanced effects workflows can feel slower than node-based compositing tools
- –Chroma workflows may require more manual parameter tuning than dedicated compositors
Best for: Fits when editors need timeline-based gameplay editing plus reliable export control without compositing node workflows.
Wondershare Filmora
SMBConsumer-friendly video editor with templates, effects, and quick tools for gaming clips.
Built-in effect and template library designed for rapid gameplay video polish without external compositing steps.
Wondershare Filmora is a non-linear editor aimed at game creators who want quick timeline assembly with built-in effects and learning-friendly controls. It supports common delivery workflows with timeline editing, keyframe-based motion changes, and an export pipeline that targets typical game-capture outputs.
Game-focused editing benefits from its effects library, template-style editing options, and practical audio tooling for syncing gameplay clips and commentary. It remains less suited to deep studio governance and integration needs compared with pro editors that expose workflow APIs and extensibility hooks.
- +Timeline editing is fast for gameplay clip assembly and cut timing
- +Keyframe controls make motion effects usable without complex graph editing
- +Built-in effects and templates reduce dependence on third-party plugins
- +Audio tools help keep commentary aligned with captured gameplay
- –Less granular control than pro editors for advanced color and tracking workflows
- –Limited automation and API access for pipeline integration
- –Effects customization depth can lag behind node-based compositing workflows
- –Project organization and multi-user governance tools are basic
Best for: Fits when indie creators need quick gameplay edits with effects and reliable exports, not pipeline automation.
Clipchamp
SMBBrowser-based and desktop video editor for quick gaming clips, commentary edits, and social exports.
Template-led publishing workflow that packages overlays and stock-backed scenes for rapid, repeatable share-ready clips.
Clipchamp focuses on browser-first video editing with an asset workflow that centers on templates, stock media, and fast publishing. Timeline editing supports standard cut, trim, and keyframe-style adjustments, with export targets geared toward common delivery formats and device playback.
Video game creators typically use it for quick highlight assembly, lightweight effects, and social-ready renders without installing a desktop editor. Governance and automation depth are limited compared with pro editors that expose scripting, render-queue control, and extensible pipeline hooks for production teams.
- +Browser editing removes local install steps for quick highlight edits
- +Template-driven composition speeds up packaging for consistent game clips
- +Built-in media library reduces time spent finding background and overlays
- +Simple timeline tools handle trimming and basic timing without complexity
- –Advanced compositing workflows are limited versus pro NLEs
- –Export controls lack the depth needed for high-end mastering deliveries
- –Plugin and extensibility options do not match desktop pro toolchains
- –Automation and API surfaces for team workflows are minimal
Best for: Fits when quick game highlight edits need browser-based workflow and straightforward exports.
Shotcut
SMBFree open-source video editor with multi-track timelines and broad codec support for gameplay files.
Filter stack with parameter keyframing that stays editable over time, making effect timing adjustments practical for gameplay highlight cuts.
Shotcut is an open-source non-linear editor built around a timeline-first workflow and a wide set of import and export codecs. It supports common post tools like keyframes, audio track editing, filters, and color adjustments, with export presets that cover typical deliverables.
Playback uses a real-time render path for many effects, while the render pipeline can be directed through queues for longer jobs. For video game footage, it handles frame-accurate edits and audio-video syncing tasks without requiring a proprietary project format.
- +Broad codec coverage for common game capture formats and delivery targets
- +Filter stack with adjustable parameters and keyframes for effect timing control
- +Frame-accurate timeline edits with ripple behavior across clips
- +Render queue workflow for batching exports after editing
- –Limited color management depth compared with dedicated grading tools
- –Some effects show higher CPU load than expected during scrubbing
- –Audio mixing and ducking tools are less specialized than in pro editors
- –Plugin and automation support is narrower than full commercial ecosystems
Best for: Fits when solo creators need dependable timeline editing, effects keyframing, and batch exports for game footage.
Kdenlive
SMBOpen-source non-linear editor with proxy workflows and multi-track editing for game recordings.
Proxy workflow plus frame-accurate timeline scrubbing for iterative gameplay editing on constrained systems.
Kdenlive edits video game footage on a non-linear timeline with a focus on fast keyboard-driven workflows and clip-level trimming. It includes a multitrack editor with common effects like chroma key and audio mixing tools, plus frame-accurate scrubbing for review and iteration.
The export pipeline supports multiple codecs and project profiles, which helps move from timeline edits to upload-ready media. For game creators, Kdenlive is often used when lightweight project management and quick revision loops matter more than an all-in-one cinematic toolchain.
- +Keyboard-first trimming and timeline navigation reduce edit-to-playback time
- +Chroma key and common compositing effects cover typical gameplay highlight needs
- +Proxy workflow supports smoother scrubbing on lower-end hardware
- +Export presets simplify repeatable render settings for platform uploads
- –Fewer pro-grade finishing tools than premium editorial suites for color and motion
- –Advanced multi-track audio routing can feel less direct than dedicated editors
- –Some effects rely on careful parameter tuning to avoid edge artifacts
- –Workflow depends on file organization discipline to keep large projects tidy
Best for: Fits when solo creators need quick gameplay edits, keying, and repeatable exports without heavy studio workflows.
Pinnacle Studio
SMBConsumer desktop editor with multi-camera editing, effects, and title tools for gaming videos.
Storyboard-style authoring with timeline-based keyframing makes quick overlay and motion edits less technical.
Pinnacle Studio fits editors who want a straightforward non-linear timeline with practical effects tools for gameplay and creator workflows. The editor supports multi-track editing with keyframing for video and picture-in-picture overlays, plus motion tools for common green-screen style comps.
Export includes preset-driven outputs aimed at fast turnaround, with codec and quality controls geared toward consistent delivery. The effects stack and interface are less oriented toward deep node-based compositing and advanced color pipeline control than higher-end competitors.
- +Timeline editing is quick with clear track controls and ripple-friendly workflow
- +Keyframed picture-in-picture and overlay positioning covers common creator comps
- +Effect library supports typical gameplay grading and stylization needs
- +Export presets reduce time spent configuring output formats
- –Plugin architecture is limited compared with editors that expand via third-party ecosystems
- –Advanced frame-accurate syncing and multi-source audio workflows are not as granular
- –Node-based compositing and higher-end color tooling are not the focus
Best for: Fits when short-form gameplay creators need fast edits, basic compositing, and preset-driven exports.
Conclusion
After evaluating 10 video games and consoles, CyberLink PowerDirector 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 video game editing software
Video game editing software turns raw gameplay capture into share-ready highlights, cutscenes, and overlays with timeline trimming, effects keyframing, and export controls. This guide covers CyberLink PowerDirector, Adobe Premiere Pro, DaVinci Resolve, and nine other widely used editors, with each tool’s workflow centered on how it handles fast iteration and reliable output.
CyberLink PowerDirector leads the set for batch finishing that exports multiple versions from one render queue run, while Shotcut and Kdenlive focus on editable filter stacks and proxy-friendly scrubbing. Tools like VEGAS Pro and Final Cut Pro prioritize timeline behavior for cut sequencing, while Movavi and Filmora focus on quick highlight assembly with built-in effect libraries.
Video game editing software for timeline trimming, effects keyframing, and export control
Video game editing software is a non-linear editor workflow designed for gameplay clips, where editors combine timeline scrubbing, keyframe-based motion or opacity, and effect stacks that can stay editable through iterative cuts. Editors also manage deliverable formatting through render queues, export presets, and multi-format output so different highlight versions can be produced from one edit session.
In this set, CyberLink PowerDirector emphasizes render queue batch finishing that exports multiple versions without re-opening timelines, which fits repeat gameplay edits. Kdenlive adds a proxy workflow plus frame-accurate timeline scrubbing for responsive iteration on constrained systems, while VEGAS Pro adds multi-cam editing designed for synchronized voice tracks and gameplay takes.
Workflow, effects, and export controls that matter for gameplay editing
Gameplay editing software wins when its timeline iteration keeps pace with timeline scrubbing and when keyframed effects remain editable after timing changes. Tools differ most in how they handle finishing work, from basic effect templates to render-queue-driven multi-version output.
Render-queue batch finishing for multiple highlight versions
CyberLink PowerDirector stands out with render queue batch finishing that exports multiple versions from one timeline run. Shotcut also supports exporting multiple deliverables from one session, which reduces repeated timeline setup.
Editable effects timing using filter stacks and parameter keyframes
Shotcut uses a filter stack with parameter keyframing so effect timing stays adjustable as cuts evolve. OpenShot focuses on keyframe opacity and transform controls for overlay motion that remains straightforward on the timeline.
Timeline behavior for fast rearranging and gameplay cut pacing
Final Cut Pro uses a magnetic timeline that maintains clip relationships during ripple trims. VEGAS Pro emphasizes responsive scrubbing plus frame-accurate gameplay pacing so cut timing stays consistent during take alignment.
Compositing depth for chroma work and overlay finishing
Movavi bundles stabilization plus chroma keying in a one-timeline workflow for rapid highlight cleanup. CyberLink PowerDirector offers deeper finishing throughput for batch exports, but node-based compositing depth can lag behind dedicated compositors.
Multi-cam alignment for synchronized gameplay takes and voice tracks
VEGAS Pro is built for multi-cam editing with tight timeline alignment for gameplay takes and synchronized voice tracks. Kdenlive adds practical iteration with proxy workflow and frame-accurate scrubbing for constrained systems, but premium finishing depth is weaker.
Choose by iteration loop, finishing stage, and export repetition
The first branch should match the dominant iteration loop: trimming and reordering footage quickly, tuning effect parameters after timing changes, or packaging repeated deliverables from the same edit session. Each category-relevant editor handles that loop differently through its timeline behavior and its export workflow.
Prioritize repeated exports without re-opening the timeline
Select CyberLink PowerDirector when multiple highlight versions must export from one render queue run. Choose Shotcut or OpenShot when the priority is simpler multi-deliverable exporting from the same edit session with fewer finishing controls.
Match effect refinement to how the editor keeps parameters editable
Choose Shotcut when gameplay polish depends on a filter stack where parameter keyframes remain editable during later cut changes. Choose OpenShot when motion graphics overlays rely on keyframe opacity and transform controls rather than deep finishing tooling.
Use the timeline model that keeps gameplay relationships intact
Choose Final Cut Pro when ripple trimming and rearranging must preserve clip relationships through a magnetic timeline. Choose VEGAS Pro when gameplay pacing depends on responsive scrubbing and frame-accurate timeline editing tied to synchronized voice and take alignment.
Pick chroma and stabilization workflows based on how often you re-key
Choose Movavi when stabilization and chroma keying need to happen inside the same timeline workflow for rapid cleanup. Choose editors like CyberLink PowerDirector for batch-oriented finishing runs, while planning for more manual adjustment in pro-grade color workflows.
Use proxies or browser workflow only when constraints drive the decision
Choose Kdenlive when constrained systems need proxy workflow plus frame-accurate scrubbing for iterative gameplay edits. Choose Clipchamp when browser-based editing plus template-led publishing is the core requirement and finishing depth is not the bottleneck.
Confirm that automation needs fit the editor architecture
Choose tools with tighter pipeline control needs only when automation via code-based workflows is required, since Final Cut Pro automation via scripting is less direct than code-based editor APIs. Use Filmora or Clipchamp when the workflow goal is fast template-driven gameplay polish with limited API access.
Who benefits from these video game editing software differences
Different creators stress different parts of the editing loop. Some need batch finishing for repeated exports, while others need timeline behavior that keeps gameplay relationships intact during frequent rearranging.
Highlight editors who export many variants per session
CyberLink PowerDirector fits workflows that require render queue batch finishing that exports multiple versions without re-opening timelines. Shotcut and OpenShot also support multi-deliverable exporting but with fewer pro-grade finishing controls.
Gameplay editors who refine effect timing after cuts change
Shotcut supports a filter stack with parameter keyframing that stays editable for effect timing adjustments. OpenShot makes overlay motion easier through keyframe opacity and transform controls that remain tied to timeline handles.
Cutscene or montage builders who constantly ripple trim and rearrange clips
Final Cut Pro’s magnetic timeline maintains clip relationships during ripple trims and scene rearranging. VEGAS Pro is better suited when frame-accurate scrubbing and timeline responsiveness matter for cutscene pacing.
Editors working with frequent green-screen inserts and cleanup
Movavi combines stabilization and chroma keying in one timeline workflow for fast gameplay highlight cleanup. Kdenlive covers chroma key and common compositing effects for typical highlight needs but offers fewer pro-grade finishing tools than premium suites.
Creators handling multiple synchronized gameplay takes with voice
VEGAS Pro supports multi-cam editing with tight timeline alignment for gameplay takes and synchronized voice tracks. The rest of the lineup prioritizes single-stream editing speed and general compositing rather than take synchronization depth.
Common pitfalls when selecting video game editing software
Mistakes usually come from choosing tools for headline effects while ignoring timeline iteration and export repetition. Another common error is underestimating how much manual parameter tuning a chroma or color workflow requires.
Picking an editor based on templates without checking whether batch exports reduce rework
CyberLink PowerDirector directly reduces repeated timeline handling through render queue batch finishing. Clipchamp and Filmora can speed short edits, but they lack the depth needed for high-end mastering deliveries and pipeline automation.
Assuming deep compositing depth matches node-based editorial workflows
Movavi and OpenShot provide usable chroma and compositing for highlights, but advanced compositing depth is limited compared with node-based editors. CyberLink PowerDirector offers strong export throughput, but node-based compositing depth can lag behind dedicated compositors.
Treating scrubbing responsiveness as the same thing across timeline models
Final Cut Pro’s magnetic timeline behavior supports fast rearranging during ripple trims with responsive scrubbing. VEGAS Pro emphasizes frame-accurate timeline editing for pacing and synchronization, while some effects workflows can feel slower than node-based compositing tools.
Overbuilding advanced finishing workflows on editors that do not prioritize that stage
Filmora focuses on quick effects and keyframe motion without pipeline automation or granular pro finishing controls. Shotcut and Kdenlive help for iterative gameplay edits, but their color management depth and finishing tooling trail dedicated grading-focused setups.
Ignoring multi-cam alignment needs until the project includes synchronized voice tracks
VEGAS Pro is designed for multi-cam editing with tight timeline alignment, which prevents manual alignment drift across takes. Editors that focus on quick montage trimming can increase rework when gameplay capture includes multiple synchronized audio sources.
How We Selected and Ranked These Tools
We evaluated each editor on feature depth for gameplay-focused workflows, including timeline editing behavior, keyframe-based effects usability, and how export control supports repeat deliverables. Feature depth contributed 40% of the score, and ease of use and value each contributed 30%.
CyberLink PowerDirector separated itself with render queue batch finishing that exports multiple versions without re-opening timelines, and with GPU rendering that improves responsiveness during effects playback. The ranking also reflected where other tools fit narrower loops, such as Kdenlive’s proxy workflow and frame-accurate scrubbing for constrained systems, and VEGAS Pro’s multi-cam editing for synchronized voice tracks.
Frequently Asked Questions About video game editing software
Which editor supports batch finishing from multiple gameplay versions without reopening timelines?
How does proxy editing work for game capture workflows in Final Cut Pro versus Shotcut?
When is multi-cam editing better handled by VEGAS Pro instead of Pinnacle Studio?
What breaks if a creator relies on a template-led workflow in Clipchamp for complex overlay timing?
How does LUT handling and chroma keying differ between CyberLink PowerDirector and Movavi Video Editor?
Which tool is better for automation via scripts when repetitive trimming is a bottleneck on macOS?
When does alpha compositing and overlay motion control favor OpenShot Video Editor over Filmora?
What tradeoff appears when using Shotcut’s codec flexibility versus a more capture-tuned export pipeline in Kdenlive?
Where does Kdenlive fall short for governance and team controls compared with pro desktop editors like VEGAS Pro?
How should creators handle common audio and gameplay sync problems in VEGAS Pro versus Shotcut?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
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