Before entering the Art of War contest
please read through our Contest Rules

RULES

Notice and Entrants

If you’d like to apply for the Arma 3 Art of War Contest, make sure you understand all the Contest Rules. Here you can find information about the Prizes, Categories, Deadlines, and more.

Organizer

The Contest is announced and organized by BOHEMIA INTERACTIVE a.s., with its registered office at Stříbrná Lhota 747, 252 10 Mníšek pod Brdy, Czech Republic, registered in the Commercial Register kept by the Municipal Court in Prague, section B, insert 9791 (Id.No.: 272 18 864, Tax Id. No.: CZ 272 18 864). Authorized representative of the Organizer:
Scott Alsworth, e-mail: Scott.Alsworth@bistudio.com (further as the "Organizer").

Object of the Contest

The object of this Contest is to raise money for charity and create original assets and / or original artwork for the PC game Arma 3 in addition to new downloadable content for said title, entitled Arma 3 Art of War, all that in compliance with these Contest Rules.

The Contest is announced as public and will be publicly announced at the official website of the Organizer (www.bohemia.net) and on the website of the PC game Arma 3 (www.arma3.com). After the final decision of the Jury, the results of the Contest will be announced on the above listed websites in the same manner as the launch of this Contest. All participants in this Contest will be notified of the status of their Entries via the e-mail address used for their submissions during the announcements of Finalists and Winners.

The Contest is open in the following Categories:

Prop

An original in-game asset, chosen from the following subjects:

  • A statue.
  • A sculpture.
  • A prop related to news media.
  • A prop related to military funerals.

Accessory

An original in-game asset of the Participant's choice. The accessory must be appropriate for and configured as one of the following item types:

  • A backpack.
  • A facewear item.
  • A headgear item.

Clothing

An original in-game asset, chosen from the following subjects:

  • A life vest.
  • A parade dress uniform.
  • A formal suit.
  • A doctor's outfit.

2D Art (Special Category)

An original work of 2D art on the theme of International Humanitarian Law in Future Conflict. Entries can be in any medium, including but not limited to:

  • Digital art and scene renders.
  • Acrylic, oil, watercolor, or airbrush paintings.
  • Pen, pen and ink, pencil, pastel, or charcoal drawings.
  • Block, mono/screen-printing, etching, lithography.

Please note that we will not be considering ordinary screenshots. However, screenshots may provide a foundation for digital artworks, demonstrating appropriate imagination and skill. For the purposes of this contest, a screenshot becomes a work of digital art when:

  • Post-processing and / or further embellishment is applied, such as painted overlays or creative additions,
  • Original content is added to the composition scene, significantly altering the aesthetic of the base game.

All Entries in this Category must be submitted digitally, so please ensure your artwork can be scanned or otherwise transferred in an exact and faithful manner. For more information, please read the Entry Requirements below.

Terms of the Contest

  • The Contest is announced on May 6th 2020.
  • Entries must be submitted no later than on 15th July 2020 at 12am CEST (GMT+1).
  • A list of Finalists will be announced on 5th August 2020.
  • The Winners of the Contest will be announced on 12th September 2020.

All winning Entries and selected Entries in the Artwork and Prop Categories will feature as content in the official Arma 3 Art of War DLC, which will be released in late 2020. After a period of approximately 10 months, on 12th September 2021, this DLC will become free to owners of Arma 3. 100% of the revenues generated from the sales of Arma 3 Art of War DLC (after deduction of applicable taxes) will go to the International Committee of the Red Cross as a single, charitable donation.

Participants and Rules of Entry

  • The Contest can be entered by individuals provided that they comply with the following rules:
    • they are 16 years of age or over,
    • they did not participate in the defining of the object of this Contest or of its announcement,
    • they are not members of the Jury of this Contest,
    • they duly meet all the Contest Rules.
  • Current or former employees or external developers of the Organizer may enter this Contest in support of the Arma 3 Art of War DLC but are not eligible for any Prizes.

Submission

  • All Entries have to be submitted via the Submission Form, linked here.
  • The Submission Form must be completed and needs to contain a valid download link to a web based repository for download of the Entry.
    • If submitting Entries for more than one Contest Category, these should be placed in the root of a submission folder labelled 'Multi' and clearly named according to the intended Category (e.g., 'Artwork', 'Prop', 'Accessory', and / or 'Clothing').
  • By submitting the Submission Form with the download link, the Participant:
    • Declares that they fully understood and agreed with these Contest Rules and that they are fully capable to participate in the Contest,
    • represents and warrants, with respect to each Entry by the Participant in this Contest, that the Entry is the result of their own independent creation and does not contain any third-party works of authorship that have been used or copied without authorization or permission of their respective authors,
    • declares that they fully understood how their personal data is processed,
    • Any Entry that is in breach of any of the foregoing representations and warranties or is otherwise in violation of these Contest Rules will be deemed void and automatically be disqualified from this Contest,
    • agrees to indemnify, defend, and hold harmless Organizer and its affiliates from and against any third-party claims arising from or as a result of (i) a breach of any of the foregoing representations and warranties by such Participant, or (ii) a breach or violation of any of the other provisions of these Contest Rules by such Participant.
  • Entries cannot be updated after 15th July 2020 at 12am CEST (GMT+1). Before this date, Entries and the Submission Form may be freely edited.
  • Participants can submit any number of Entries in all Categories. Only one Entry of each participant can be included in the Finalists.
  • As the Organizer would like to showcase as many of the Artwork Entries as possible in a virtual gallery within playable Arma 3 content and make available to Arma 3 users exceptional Entries in Prop Category, by submitting the Entry in the to Artwork Category or Prop Category the Participant grants to the Organizer a royalty-free, non-exclusive, perpetual, irrevocable, transferable, assignable, sub-licensable, worldwide license to use such Entry in the original, modified or adjusted form so the Organizer can include it in its own products and make it available to all Arma 3 users for free and/or as part of Arma 3 Art of War DLC. The license is granted for the time period of the duration of author's and property (economic) rights to the Entry.
  • For purposes of carrying out the goal of this Contest (publishing and selling of Arma 3 Art of War DLC to end users and donating generated revenues to the ICRC) the Participants participating in the Character Accessory and Character Clothing Categories undertake, after being announced a Winner or an owner of a selected Entry, to conclude a license agreement with the Organizer to enable the Organizer to exclusively (until Arma 3 Art of War DLC becomes free content) publish and distribute the Entry to the end users as part of the Arma 3 Art of War DLC or use the Entry in any other way it is necessary for such purpose. After Arma 3 Art of War DLC becomes free content the license described in this Section will be non-exclusive.
  • Entries must be original and previously unpublished; we are not accepting submissions that have been shared publicly or uploaded onto the Steam Workshop.

Entry Requirements

General Content Requirements

  • The content of the Entries must not infract anyone's rights, including any intellectual property rights or licenses.
  • Entries must not contain any advertising.
  • Entries must not contain any obscene, offensive, or derogatory elements, imagery, or texts.
  • For the purpose of creating the Entry, Participants are free to make use of and expand the Arma 3 intellectual property.
  • Assets created for the Prop and Character Clothing Categories must be modelled on one of the specific options given in the respective subjects (see Object of the Contest above).
  • For copyright reasons, no game asset should be created after or closely resemble an existing object or item of intellectual property.
  • Although not mandatory, Bohemia Interactive strongly recommends that Participants keep a personal record of their progress, with drafts, photographs, renders, and / or sketches. Not only can this be exciting to share in retrospect, it can also provide extra security in the unlikely event of contested intellectual property. If a dispute occurs and there is no clear indication of original work, it may result in the disqualification of two or more Participants.

Handling and Promotion of Entries

  • Participants may promote their Entries with visual reproductions but must not share source material, either publicly or with specific third-parties for the duration of this Contest. Further, Winners of the Contest and owners of selected Entries must do likewise until 12th September 2021.

Contest Resources

  • For the more technically complex Categories, involving character assets, Participants may utilize the resources available on the Bohemia Interactive Forums, here. Although not mandatory, we encourage Participants to make good use of the information and templates available there, in order to avoid poorly optimized and / or configured Entries.

Artwork

Content Requirements

  • Artwork will be judged anonymously by the Jury so should not be signed on the front by the artist.
  • Artwork must be on the theme of International Humanitarian Law in future conflict.
  • Artwork should draw on imagery from the Arma 3 PC game and related content.
  • Multiple images forming a single body of work, such as sequential or thematic panels, as in a triptych or comic book, are possible, but are subject to the 20MB file size restriction.
  • Any media will be considered, providing other Entry requirements are met in full. Similarly, mixed media is acceptable.
  • Screenshots used as a starting point for digital art that contain modded content must credit the mod in the submission form under 'Additional Credits'.

Technical Requirements

  • All submissions in the Artwork Category must be submitted in a digital format.
  • Images must be saved in either a JPEG or PNG format and must be no larger than 20MB (uncompressed).
  • The image file(s) should be contained in a single folder, labelled 'Artwork'.

Prop

Content Requirements

The Prop asset must be either:

  • A statue.
  • A sculpture.
  • A prop related to news media.
  • A prop related to military funerals.

Technical Requirements

  • Entries must be game ready and correctly configured.
  • All files and any folders should be contained in a single folder, labelled 'Prop'.
  • All file names, including textures, should be succinct and must contain only letters, digits and underscores, without diacritics and only one period leading to the file extension.
  • All Entries in this Category require the following:
    • A layered, non-rasterized Adobe Photoshop (.psd) source file containing diffuse, normal, specular, and if applicable, ambient occlusion maps. If you are using software other than Adobe Photoshop that cannot export files in the .psd format by default, such as Paint.net, Gimp, or ArmorPaint, consider downloading an appropriate third-party plug-in. If you are unable to do so and would still like to enter the Contest, please export each individual layer in a .png format and add them to a zipped folder, labelled 'Texture Layers'. This folder may be placed in the root of your submission folder. Note that many programs, like Substance Painter, can now export files as .psd's.
    • Ideally, a source file for the model, unless created using Oxygen 2.
    • An unbinarized .p3d containing:
      • A high detail resolution LOD, labelled 0.000. The model itself must be centred and split into logical selections. The polycount must be commensurate to the item's size and complexity. It's rare for large, elaborate props to exceed 10,000 triangles in Arma 3.
      • Depending on the complexity of the asset, up to 5 resolution LODs labelled 1.000 - 5.000. These must have progressively lower polycounts, approximately 50% less than each preceding mesh. They must be centered and split into logical selections in the same manner as LOD 0.000.
      • Textures and materials must be mapped with a correct path (e.g. 'prop\modelTexture_co.paa'), providing only the Category folder name, file name and corresponding prefix.
      • A correctly configured Geometry LOD, comprised of one or more closed and convexed objects. These must be labeled as ComponentXX (where XX is a consecutive number between 01-99). Component names can also be reliably auto-generated Oxygen 2 ('structure'>'topology'>'find components'). In addition, the Geometry LOD must be validated, smaller than 50 meters from its center of origin, and have an appropriate mass assigned. For Entries that should have simulation, ensure that 'Autocenter' and 'Buoyancy' are listed in the Named Properties window with a value of '0' and '1' respectively.
      • A correctly configured Fire Geometry LOD with full paths to pre-existing impact materials in Arma 3. Both LODs must be closed, convexed, validated, smaller than 50 meters from their centers of origin, and be individually labeled as ComponentXX (where XX is a consecutive number between 01-99). In addition, the Geometry LOD must have an appropriate mass assigned.
      • A ShadowVolume LOD for the correct casting of shadows. This LOD should be a low detail mesh and must be slightly smaller than the other resolution LODs. Furthermore, it must have sharp edges and be both closed and triangulated. No textures or materials should be mapped to it.
      • Other LODs and named properties which may be added to the .p3d, depending upon the Participant's experience.
    • A working, unbinarized config.cpp file containing:
      • A simple, generic display name.
      • A basic cfgVehicle Entry for the asset, allowing for an in-game preview.
      • And, if applicable, any advanced functionality.
    • Particles, animations, and other functionality can be configured for Entries, but must be correctly encoded. Relevant supporting files and data needs to be included. For animations, a model.cfg file is also necessary. Concerning path dependencies, these should contain only file names with only the Category name as a preceding folder. Please remember that third party sound effects and animation sounds are likely to be subject to copyright restrictions and could result in an Entry being disqualified.
    • Between 1 and 4 material RVMATs.
    • All textures should be in both TGA and PAA format.
    • Between 1 and 3 normal map textures, no larger than 2048 x 2048 pixels, with the correct _nohq suffix assigned.
    • Between 1 and 3 layered specular map (SMDI) textures, no larger than 2048 x 2048 pixels, with the correct _smdi suffix assigned.
    • Between 1 and 3 diffuse textures, no larger than 2048 x 2048 pixels, with the correct _co and / or _ca suffixes assigned.
    • Optionally, Entries may include between 1 and 3 ambient occlusion maps, no larger than 2048 x 2048, with the _as suffix assigned.
  • All LODs in the model should ideally have no unnecessary loose or duplicated vertices, edges, or faces, and no degenerate faces. Resolution LODs should have no zero UV sets. Everything should be well optimised and in a manner consistent with other Arma 3 assets.

Accessory

Content Requirements

  • The character accessory asset must be either:
    • A backpack.
    • A facewear item.
    • A headgear item.
  • No more than 2 model and / or texture variants per Entry are permitted, in addition to the default item. These must retain a core component of the original model.

Technical Requirements

  • Entries must be:
    • game ready,
    • correctly configured,
    • correctly skinned / weighted,
    • compatible with the existing Arma 3 character model, in different poses and animations,
    • compatible with as many existing in-game assets as possible, without clipping.
  • All files and any folders should be contained in a single folder, labelled 'Accessory'.
  • All file names, including textures, should be succinct and must contain only letters, digits and underscores, without diacritics and only one period leading to the file extension.
  • All Entries in this Category require the following:
    • A layered, non-rasterized Adobe Photoshop (.psd) source file containing diffuse, normal, specular, and if applicable, ambient occlusion maps. If you are using software other than Adobe Photoshop that cannot export files in the .psd format by default, such as Paint.net, Gimp, or ArmorPaint, consider downloading an appropriate third-party plug-in. If you are unable to do so and would still like to enter the Contest, please export each individual layer in a .png format and add them to a zipped folder, labeled 'Texture Layers'. This folder may be placed in the root of your submission folder. Note that many programs, like Substance Painter, can now export files as .psd's.
    • Ideally, a source file for the model, unless created using Oxygen 2.
    • An unbinarized .p3d containing:
      • A high detail resolution LOD, labeled 0.000. The model itself must be centered and split into logical selections. The polycount must be commensurate to the item's size and complexity. It is rare for Character Accessories to exceed 5,000 triangles in Arma 3. If the model is headgear and has chin straps, these need to be skinned on the jawbone. The bone name is "Face_Jawbone".
      • Depending on the complexity of the asset, up to 5 resolution LODs labeled 1.000 - 5.000. These must have progressively lower polycounts, approximately 50% less than each preceding mesh. They must be centered and split into logical selections in the same manner as LOD 0.000.
      • Textures and materials must be mapped with a correct path (e.g. 'accessory\modelTexture_co.paa'), providing only the Category folder name, file name and corresponding prefix.
      • A ShadowVolume LOD for the correct casting of shadows. This LOD must be slightly smaller than the resolution LODs. Furthermore, it must have sharp edges and be both closed and triangulated. No textures or materials should be mapped to it and no Named Properties assigned.
      • A correctly configured Geometry and Fire Geometry LOD with full paths to pre-existing impact materials in Arma 3. Both LODs must be closed, convexed, validated, smaller than 50 meters from their centers of origin, and be individually labelled as ComponentXX (where XX is a consecutive number between 01-99). Component names can also be reliably auto-generated Oxygen 2 ('structure'>'topology'>'find components'). In addition, the Geometry LOD must have an appropriate mass assigned.
      • A ShadowVolume LOD for the correct casting of shadows. This LOD must be slightly smaller than the resolution LODs. Furthermore, it must have sharp edges and be both closed and triangulated. No textures or materials should be mapped to it.
      • Other LODs and named properties which may be added to the .p3d, depending upon the Participant's experience.
      • An empty ViewPilot LOD for Facewear and Headgear assets, in order not to obscure player's view in first-person.
      • A modelled NVG slot in the appropriate position for Headgear intended to be compatible with night vision goggles.
    • A working, unbinarized config.cpp file containing:
      • A simple, generic display name.
      • A basic cfgVehicle and cfgWeapons Entry for headgear items.
      • A basic cfgGlasses Entry for facewear items.
      • A basic cfgVehicles Entry for backpacks and any desired transport items.
      • If there are variants, separate cfgVehicle Entries will be required for these in the config.cpp.
    • A working, unbinarized model.cfg file.
    • Between 1 and 2 material RVMATs.
    • All textures should be in both TGA and PAA format.
    • 1 normal map texture, no larger than 2048 x 2048 pixels, with the correct _nohq suffix assigned.
    • 1 layered specular map (SMDI) texture, no larger than 2048 x 2048 pixels, with the correct _smdi suffix assigned.
    • Between 1 and 2 diffuse textures, no larger than 2048 x 2048 pixels, with the correct _co and / or _ca suffixes assigned.
  • All LODs in the model should ideally have no unnecessary loose or duplicated vertices, edges, or faces, and no degenerate faces. Resolution LODs should have no zero UV sets. Everything should be well optimised and in a manner consistent with other Arma 3 assets.

Clothing

Content Requirements

  • The character clothing asset must be:
    • a uniform or vest item, without being combined with facewear, headgear, or a backpack.
  • In addition, the character clothing asset must be either:
    • A life vest.
    • A parade dress uniform.
    • A formal suit.
    • A doctor's outfit.
  • No more than 2 model and / or texture variants per Entry are permitted, in addition to the default item. These must retain a core component of the original model.

Technical Requirements

  • Entries must be:
    • game ready,
    • correctly configured,
    • correctly skinned / weighted,
    • compatible with the existing Arma 3 character model,
    • compatible with as many existing in-game assets as possible, without clipping.
  • All files and any folders should be contained in a single folder, labeled 'Clothing'.
  • All file names, including textures, should be succinct and must contain only letters, digits and underscores, without diacritics and only one period leading to the file extension.
  • All Entries in this Category require the following:
    • A layered, non-rasterized Adobe Photoshop (.psd) source file containing diffuse, normal, specular, and if applicable, ambient occlusion maps. If you are using software other than Adobe Photoshop that cannot export files in the .psd format by default, such as Paint.net, Gimp, or ArmorPaint, consider downloading an appropriate third-party plug-in. If you are unable to do so and would still like to enter the Contest, please export each individual layer in a .png format and add them to a zipped folder, labelled 'Texture Layers'. This folder may be placed in the root of your submission folder. Note that many programs, like Substance Painter, can now export files as .psd's.
    • Ideally, a source file for the model, unless created using Oxygen 2.
    • An unbinarized .p3d containing:
      • All required proxies.
      • A high detail resolution LOD, labelled 0.000. It should be based on the existing Arma 3 skeleton (A3_character_template.p3d). This can be downloaded from Arma 3 Samples on Steam here. The model itself must be centred and split into logical selections. The polycount must be commensurate to the item's size and complexity. It is unusual for clothing / characters to exceed 10,000 triangles in Arma 3. It must also be correctly skinned / weighted with a maximum of 4 bones per vertex, If your clothing / character has bare hands, arms, legs, or head, use the standard Arma 3 equivalents for compatibility.
      • 5 resolution LODs labelled 1.000 - 5.000. These must have progressively lower polycounts, approximately 50% less than each preceding mesh. The lowest detail LOD should be around 300 triangles. They must be centred and split into logical selections in the same manner as LOD 0.000. Similarly, each LOD must be correctly skinned / weighted as described above, with exposed hands, arms, legs, or head using their Arma 3 equivalents.
      • Textures and materials must be mapped with a correct path (e.g. 'clothing\modelTexture_co.paa'), providing only the Category folder name, file name and corresponding prefix.
      • A working Geometry, Fire Geometry, and Memory LOD, with all the appropriate Named Properties. For simplicity, it is best to copy and paste these LODs from the character template in Arma 3 Samples (see 'Contest Resources'). If the uniform / character is designed to be non-compatible with headgear, facewear, or backpacks, make sure you remove the relevant proxies from the model. Geometry and Fire Geometry LODs must be closed, convexed, validated, smaller than 50 meters from their centers of origin, and be individually labelled as ComponentXX (where XX is a consecutive number between 01-99). Component names can also be reliably auto-generated Oxygen 2 ('structure'>'topology'>'find components'). In addition, the Geometry LOD must have an appropriate mass assigned.
      • Appropriate 'Injury' and 'Personality' selections, for the correct depiction of injuries on the uniform / character and identities. Personality selections should include the head, hands, arms, and legs if exposed, as well as any 'camo' selections for the changing of textures.
    • A working, unbinarized config.cpp file containing:
      • A simple, generic display name.
      • A basic cfgWeapons Entry with a path to an existing or custom Arma 3 suitpack.
      • A basic cfgVehicle Entry.
      • A basic cfgVehicles Entry for backpacks and any desired transport items.
      • If there are variants, separate cfgVehicle Entries will be required for these in the config.cpp.
    • A working, unbinarized model.cfg file.
    • Between 1 and 2 material RVMATs.
    • Between 1 and 2 injury material RVMATs.
    • All textures should be in both TGA and PAA format.
    • 1 normal map texture, no larger than 2048 x 2048 pixels, with the correct _nohq suffix assigned.
    • 1 layered specular map (SMDI) texture, no larger than 2048 x 2048 pixels, with the correct _smdi suffix assigned.
    • Between 1 and 2 diffuse textures, no larger than 2048 x 2048 pixels, with the correct _co and / or _ca suffixes assigned.
    • Optionally, a new suitpack .p3d, with accompanying textures and materials, individually no larger than 2048 x 2048 pixels.
  • All LODs in the model should ideally have no unnecessary loose or duplicated vertices, edges, or faces, and no degenerate faces. Resolution LODs should have no zero UV sets. Everything should be well optimised and in a manner consistent with other Arma 3 assets.

Evaluation of Entries and Selection of the Finalists and Winners

  • From each Category, 6 (six) Finalists will be selected.
  • The selection of Finalists will be handled by the Organizer.
  • The selection of Winners from the Finalists and distribution of the Prizes among the respective Winners will be held by the Jury consisting of Arma 3 development team members and a guest juror from the International Committee of the Red Cross.
  • The awarding and placement of the Contest Entries will be determined at the sole discretion of the Jury and Organizer based on free evaluation of the extent to which the individual Entries meet the Contest criteria.
  • The decision of the Organizer and the Jury is final and binding on all matters relating to the Contest.

Prizes

The following Prizes will be awarded to the respective Winners of each Category:

  • 1st Place: Wacom Intuos Pro S Drawing Tablet + Art and War (Book) + limited edition Arma 3 t-shirt + Arma 3 Silver medal + Steam keys for a selection of titles developed by Bohemia Interactive
    OR
    1st Place: Derwent Sketch Set + Derwent Colorsoft Pencil Set + Derwent Carry-All A4 Folio + artist desk reference model + Art and War (Book) + limited edition Arma 3 t-shirt + Arma 3 Silver medal + Steam keys for a selection of titles developed by Bohemia Interactive
  • 2nd Place: Art and War (Book) + Derwent Sketch Set + limited edition Arma 3 t-shirt + Arma 3 Silver meda + Steam keys for a selection of titles developed by Bohemia Interactive
  • 3rd Place: Derwent Sketching Wallet + limited edition Arma 3 t-shirt + Arma 3 Silver medal + Steam keys for a selection of titles developed by Bohemia Interactive

Organizer reserves the right, at its sole discretion, to substitute any Prize for one of equal or greater value or to award extra Prizes to any Winner.

Obstacles on the part of the Winners concerning the delivery or acceptance of the Prizes as well as the rejection of the Prize by the Winner shall not constitute the Organizer’s responsibilities under these Contest Rules.

Rules for possible change of the method of the distribution of Prizes, or eventual non-awarding of some of the Prizes: In case of an inadequate quality of submitted Entries, the Organizer reserves the right to not to award all the Prizes specified in these Contest Rules.

Final Provisions

  • Reimbursement of the expenses related to the participation in the Contest: All Participants enter and participate in the Contest at their own expenses; the Organizer will not provide any reimbursements besides the Prizes.
  • Applicable law: The Contest is announced and governed by the laws of the Czech Republic, namely but not limited to respective provisions of the Act N° 89/2012 Coll., Civil Code as well as by other provisions of relevant legislation.
  • Conflict resolution:
    • There may be no appeal against the decision of the Jury.
    • The Prizes are not judicially enforceable.
  • Withdrawal from the Contest:
    • The Contest can be withdrawn from only for substantial reasons.
    • Withdrawal from the Contest will be realized and announced in the same manner as the announcement of these Contest Rules.
    • The Organizer reserves the right, to the extent permitted by applicable law, to terminate, cancel, modify or suspend this Contest, in whole or in part, if fraud, technical failures or any other factor beyond the Organizer’s reasonable control impairs the integrity of this Contest as determined by the Organizer at its sole discretion. In addition, the Organizer reserves the right to take down and remove any Entry that becomes subject to a third-party claim for copyright infringement or for violation of any other right.
    • The Organizer reserves the right to modify the Contest Rules. In such event, the Organizer will announce the modification of the Contest Rules by means of notification on the Bohemia Interactive and Arma 3 websites.
  • Approval of the Contest Rules: These Contest Rules were approved by the Organizer in their final version on April 6th.