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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://www.roybennettiv.com/fantasy-lowpoly-environment</loc>
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    <lastmod>2019-12-23</lastmod>
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      <image:title>Fantasy Low Poly Environment</image:title>
      <image:caption>After modeling the assets within Maya and ZBrush was completed, I brought everything into Unity and began to roughly place the assets in the scene. I wanted to make it seem as though this environment was slowing beginning to crumble and become overtaken by nature. After a general stage was set, I moved onto populating the scene more with assets to further develop it’s story.</image:caption>
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      <image:title>Fantasy Low Poly Environment</image:title>
      <image:caption>The scene began to take shape, however it started to look like overkill and become very noisy. I wasn’t happy with the direction things were going and thought that cornering the environment by surrounding it with boulders was a poor design choice as well. I began to strip away all the surrounding boulders and grass to calm the scene down more. After that, the diorama began to take its shape.</image:caption>
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      <image:title>Fantasy Low Poly Environment</image:title>
      <image:caption>With everything in place, I then started to add light sources, post processing filters and particle effects. This took the most time due to continually needing to refine the values every time I looked at the scene with a pair of fresh eyes. But after multiple passes adjusting color values, particle emissions, etc. I moved onto animating the camera to navigate and showcase the diorama. Finally, with everything in place I found some royalty free music that best suited the mood the environment was conveying, along with a sound effect over the portal for whenever the camera got close enough for the viewer to hear.</image:caption>
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    <loc>https://www.roybennettiv.com/fantasy-low-poly-demo</loc>
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    <lastmod>2019-01-04</lastmod>
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    <loc>https://www.roybennettiv.com/scraps-level-design</loc>
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  <url>
    <loc>https://www.roybennettiv.com/game-design-preproduction</loc>
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    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
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      <image:title>Game Design Preproduction</image:title>
      <image:caption>MILESTONE 1 - PROTOTYPING At the start of this milestone, the team formed to begin brainstorming ideas on what type of game we wanted to create for the next four months. We agreed upon making a Top Down Adventure game, which excited me mostly due to the story-based potential we could incorporate within the games mechanics. Once deciding upon a genre, we started right away drawing up the overview of our task list to get started.</image:caption>
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      <image:title>Game Design Preproduction</image:title>
      <image:caption>MILESTONE 2 - DESIGNING GAMEPLAY MOMENTS Using what we learned in Milestone 1, we decided to rehash why we wanted to make this game and what we wanted the Player to experience from a fresh perspective. Iterating upon the mechanics we introduced last milestone and stopping development on others—we set out this time with a refined goal to design a linear gameplay experience for the Player to enjoy.</image:caption>
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      <image:title>Game Design Preproduction</image:title>
      <image:caption>MILESTONE 3 - GAMEPLAY ITERATION Wrapping up the month and this final milestone required everyone’s effort to refine and polish up existing mechanics, as well as expand and implement new features. By the end of this milestone, we have carved out a great foundation to build upon going into Month 2: Game Systems Integration.</image:caption>
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  <url>
    <loc>https://www.roybennettiv.com/gdp-milestone-1</loc>
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    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
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      <image:title>Milestone 1 - Prototyping</image:title>
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  <url>
    <loc>https://www.roybennettiv.com/gdp-milestone-2</loc>
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    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
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      <image:title>Milestone 2 - Designing Gameplay Moments</image:title>
      <image:caption>Redesigned the Main Menu with smooth transitions for a more modern and immersive feel.</image:caption>
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      <image:caption>Player activating the new Protect ability to heal/protect themselves from damage.</image:caption>
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      <image:title>Milestone 2 - Designing Gameplay Moments</image:title>
      <image:caption>Player using the Reality Phase ability to grind and defeat more enemies for EXP.</image:caption>
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  <url>
    <loc>https://www.roybennettiv.com/gdp-milestone-3</loc>
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    <lastmod>2022-03-11</lastmod>
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      <image:title>Milestone 3 - Gameplay Iteration</image:title>
      <image:caption>Newly added Alternate Attack ability allows the player to fire a ranged projectile. Each character has their own specific ranged attack with specialized attributes.</image:caption>
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      <image:title>Milestone 3 - Gameplay Iteration</image:title>
      <image:caption>Added Character Selection screen to Main Menu with animating avatars and selection particle effects.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1549295705969-O1V1X8QBTKYJSGQ9AVXT/GDP_Milestone_3.JPG</image:loc>
      <image:title>Milestone 3 - Gameplay Iteration</image:title>
      <image:caption>New Limit Break feature that allows the Mage to deliver devastating attacks on groups of enemies, or to use when in danger!</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1549294971953-JQDATH6NIQOI3TQZP08D/GDP_Milestone_3-4.jpg</image:loc>
      <image:title>Milestone 3 - Gameplay Iteration</image:title>
      <image:caption>Iterated upon the Phase Ability by adding ParticleFX and additional Environmental elements that communicates to the player that they are in a different dimension.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1549296221068-O5CNQJQ7X5RYINXSA2E3/GDP_Milestone_3-3.JPG</image:loc>
      <image:title>Milestone 3 - Gameplay Iteration</image:title>
      <image:caption>The Shift/Dash ability was improved upon with the ability to cross over gaps, as well as show off some great ParticleFX and SoundFX whenever used!</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/game-systems-integration</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551646153517-55CLVU7W2OS9UAF3Q3WF/BossLevel2.JPG</image:loc>
      <image:title>Game Systems Integration</image:title>
      <image:caption>MILESTONE 1 - BOSS LEVEL Within a Boss Level, my goal was to finalize our core gameplay mechanics, making sure that the central hook for the project was still enjoyable and fun for Players. The overall goal this month was to brainstorm and try new ideas for content that I thought might be enjoyable, challenging or interesting. Testing how our mechanics held up in tense situations like a Boss fight was also something I personally wanted to test our design against.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551646363054-ASE7XQCCK4FIVB90SHNX/Capture3.JPG</image:loc>
      <image:title>Game Systems Integration</image:title>
      <image:caption>MILESTONE 2 - TUTORIAL LEVEL Now knowing that our core gameplay mechanics are sufficient enough to carry the project, I decided this milestone to create a Tutorial Level. I pushed aside most of the content made for milestone one and created a whole new set of content. This tutorial level experimented with introducing a new character, story elements and narration; as well as an exciting scenario to keep the Player immersed while learning how to play the game.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/game-systems-integration-milestone-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551663954818-WTETLA7035SLDGA9TGR3/Capture2.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 1</image:title>
      <image:caption>Clicking directly upon the character’s location moves the character toward the direction of the mouse cursor one unit.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551718569446-GJ31W449VG47C8GLXIEA/Capture.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 1</image:title>
      <image:caption>Player using their Alternate Attack/Projectile ability on an exploding Crystal.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551718781846-OR4ZQKU276NKHSZNG8CK/Capture3.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 1</image:title>
      <image:caption>Player using the exploding Crystals to damage the Boss</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551718945066-KUOCWEDGDDVS0KF6I0NC/Capture4.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 1</image:title>
      <image:caption>Player mistakenly trying to use their projectile on a ‘dead’ crystal that does not explode.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/game-systems-integration-milestone-2</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727116554-JY71OT74KVZQMJ6V4TE0/Capture5.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 2</image:title>
      <image:caption>Rough sketch-up of the Tutorial level’s design, event triggers and pacing.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727417880-L5YOKOYQZ5BKLGN2NDZZ/Capture6.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 2</image:title>
      <image:caption>Player freeing Wisp in their first instructed interaction.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727512063-ON79CKVCJHMKNM2H9P0R/Capture7.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 2</image:title>
      <image:caption>Player discovering their Staff with Wisp to soon learn how to combat enemies.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727839095-C1YNAQ1SMJ19AOSUGD88/Capture8.JPG</image:loc>
      <image:title>Game Systems Integration - Milestone 2</image:title>
      <image:caption>Player surrounded by enemies is introduced to the Dash ability. Introducing this ability in this context communicates to the Player that they can use this ability to not only traverse over gaps, but also evade enemies.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/game-balancing</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-07-02</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554389947047-2D7BSH5JLCKFKZJLAQHP/Earth+Level+1.JPG</image:loc>
      <image:title>Game Balancing</image:title>
      <image:caption>MILESTONE 1 - LEVEL DESIGN ITERATION Playtesting and bug fixing was the primary focus for this first milestone in Game Balancing. After creating the tutorial level last month during Game Systems Integration, we went through many playtests to identify any issues/upsets during that experience that needed addressing. My group was also finishing off the block outs on their own levels/dungeons. So I started to test out one of my group mates levels during this milestone and began to iterate and refine upon it’s existing design—adding setups and enemy spawns for pacing. I also began to refine the balance of the level while overseeing the direction of the level’s environment art, lighting and sound design direction to establish an immersive experience.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554389972734-EZ4KH3KEQKWOF6ZJTP01/Fire+Level.JPG</image:loc>
      <image:title>Game Balancing</image:title>
      <image:caption>MILESTONE 2 - LEVEL DESIGN ITERATION CONT. Continuing from the previous Milestone, this final two-week sprint finished off the Earth Dungeon, Fire Dungeon and Ice Dungeon levels; complete with additional/refined scripted gameplay setups, balancing, art assets, lighting, sound/music and more!</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/game-balancing-milestone-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-07-02</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554401132195-0UJB338H8N0IUGL4Z8VU/EarthDungeon1.JPG</image:loc>
      <image:title>Game Balancing - Milestone 1</image:title>
      <image:caption>Player being introduced to how to use the Projectile ability.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554401179422-XNO9AW2R1NW0RYI9HH83/Earth+Dungeon+2.JPG</image:loc>
      <image:title>Game Balancing - Milestone 1</image:title>
      <image:caption>Player’s first Boss encounter with the Earth Elemental.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554401224003-ICLKWZ3GVHT78GW548KB/Earth+Dungeon+3.JPG</image:loc>
      <image:title>Game Balancing - Milestone 1</image:title>
      <image:caption>Player discovering how to use the elemental gems they collect from bosses and how they allow them to shoot different types of projectiles.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554401288082-STJU5V5MUG3CUDNW93CN/Earth+Dungeon+4.JPG</image:loc>
      <image:title>Game Balancing - Milestone 1</image:title>
      <image:caption>Player learning how to summon elements by selecting an elemental gem and are low on HP.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/game-balancing-milestone-2</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-07-02</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554404696485-1KMSO34OGE4RY3V7CG1C/Fire+Level.JPG</image:loc>
      <image:title>Game Balancing - Milestone 2</image:title>
      <image:caption>Added gaps to the Fire Dungeon for the player to Dash across. Completed lighting and art pass on the level to bring it’s visual aesthetic to the same quality as the Earth Dungeon.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554404783363-8HQNDO8J04XHTBBQUIAJ/Ice+Level+Bridge.JPG</image:loc>
      <image:title>Game Balancing - Milestone 2</image:title>
      <image:caption>Player running across the Ice Bridge. Completed lighting and art pass on the level to bring it’s visual aesthetic to the same quality as the Earth/Fire Dungeon.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/polish-playtesting-postmortem</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1556724023975-9WX2YDTVOHW5D7UM2AZO/Storyboarding.JPG</image:loc>
      <image:title>Polish, Playtesting &amp; Postmortem</image:title>
      <image:caption>A rough storyboard outlining the narrative progression of our game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1556724311383-CJMV6KWOD27DYYX1AH69/MountainCollapse.JPG</image:loc>
      <image:title>Polish, Playtesting &amp; Postmortem</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1556725139890-6QNREEDLUC8E3M7UEPUZ/ShadowLevel.JPG</image:loc>
      <image:title>Polish, Playtesting &amp; Postmortem</image:title>
      <image:caption>Redesigned Shadow Level (final level) with randomized enemy spawners.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1556725360097-GKNB9UO8OQDR2W5R1GNE/StaffTrail.JPG</image:loc>
      <image:title>Polish, Playtesting &amp; Postmortem</image:title>
      <image:caption>Particle trail effect on the Staff that changes to the color of the Elemental Gem that is selected by the player.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/duncan-the-wisp-dev-story</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1549040975304-A0CTZTTJPP6S5F4CDF7E/GameDesignPreProduction.JPG</image:loc>
      <image:title>Duncan &amp; The Wisp Dev Story</image:title>
      <image:caption>MONTH 1: GAME DESIGN PREPRODUCTION</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551645108657-RVUWNDFWPQ5OHFJTWRQY/Capture.JPG</image:loc>
      <image:title>Duncan &amp; The Wisp Dev Story</image:title>
      <image:caption>MONTH 2: GAME SYSTEMS INTEGRATION</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1554390184019-LA5R5X0A5LRI46Y185O0/Ice+Level+Bridge.JPG</image:loc>
      <image:title>Duncan &amp; The Wisp Dev Story</image:title>
      <image:caption>MONTH 3: GAME BALANCING</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1556722033932-R24CX7KVDZGHDS14C59U/GameTitle.JPG</image:loc>
      <image:title>Duncan &amp; The Wisp Dev Story</image:title>
      <image:caption>MONTH 4: POLISH, PLAYTESTING &amp; POSTMORTEM</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/popem-palooza-dev-story</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-07-02</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1547585095769-C4RSUHQJ44WGEMZKIYRM/Dash_2.JPG</image:loc>
      <image:title>POP'EM PALOOZA Dev Story</image:title>
      <image:caption>A quick drawing of what the layout of the game could look like.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1547585591037-Y4GKZN661YLB19J5BRAR/PopEmPaloozaIteration_1.JPG</image:loc>
      <image:title>POP'EM PALOOZA Dev Story</image:title>
      <image:caption>Earliest working prototype of Pop’em Palooza!</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1547587181175-PSJ14SI2OTR0DU113GU6/PopEmPaloozaIteration_2.JPG</image:loc>
      <image:title>POP'EM PALOOZA Dev Story</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1547588354722-WJ8QV2NU9AUPKFAMTDQ6/PopEmPalooza_LevelOne.JPG</image:loc>
      <image:title>POP'EM PALOOZA Dev Story</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1547588849301-LGXUCS60D6QD3PKLUEJ2/PopEmPalooza_LevelTwo.JPG</image:loc>
      <image:title>POP'EM PALOOZA Dev Story</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/emotive-level-design</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1577116842733-0LWYWVB5MBMT2L8JLL7D/image-asset.jpeg</image:loc>
      <image:title>Emotive Level Design</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570024045053-LSRZLMK1V542CQ5GRIDS/roy_bennett-level_design_for_games-wk8-1589258291.jpg</image:loc>
      <image:title>Emotive Level Design</image:title>
      <image:caption>Opening of the level in a cavernous prospect space, conveying a sense of security and confidence.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570024920151-LKA0HYYK8JNRWS0H20L7/LD_AnglesObliques.JPG</image:loc>
      <image:title>Emotive Level Design</image:title>
      <image:caption>Raising the action by using sharper angles and stirring confusion with the use of obliques in a narrower space to disempower the player for a time.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570025308833-K3YCATVRHLRCW6POZK55/LD_LandmarkReveal.JPG</image:loc>
      <image:title>Emotive Level Design</image:title>
      <image:caption>Landmark reveal giving the player a momentary high after facing the narrow cave.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570032159752-I4ZFD3JWHA89NQBJ9MOW/roy_bennett-level_design_for_games-wk8-238790202.jpg</image:loc>
      <image:title>Emotive Level Design</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570032159755-UNMNSSPQK0333RCT78HV/roy_bennett-level_design_for_games-wk8-1149289899.jpg</image:loc>
      <image:title>Emotive Level Design</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570032160210-X2KUJOIDOVCXDNLJ97Z6/roy_bennett-level_design_for_games-wk8-2135132240.jpg</image:loc>
      <image:title>Emotive Level Design</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570032160084-JL81UK9OY2HHVHW4CYS8/roy_bennett-level_design_for_games-wk8-1963329734.jpg</image:loc>
      <image:title>Emotive Level Design</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570032244398-H8HP14KYHX1ZRWU4CMGI/roy_bennett-level_design_for_games-wk8-2125085112.jpg</image:loc>
      <image:title>Emotive Level Design</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/level-design-mental-mapping</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1577717320057-V2WPURR0A7NWNBJG0EPI/image-asset.jpeg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569956849804-2XNBV6GN0T9HUDSUVXQH/MentalMapDistricts.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
      <image:caption>An overview of the level’s districts.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569957619271-WNL0NPY9V8VWQI10M907/MentalMapNodeNetwork.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
      <image:caption>An overview of the level’s node network</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569957991190-V12LBV55XN6SL4E06WL4/roy_bennett-level_design_for_games-wk6-1426841389.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
      <image:caption>Archway separating districts as a means to herald the Player toward that direction.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569958417106-6AKIGP8XUJO0J60EPCW6/roy_bennett-level_design_for_games-wk6-266035824.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569958416562-U3FUX3CTF2ZE3LOT403K/roy_bennett-level_design_for_games-wk6-1183128114.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569958417361-S64VFQ9IVN8G1BJJPV87/roy_bennett-level_design_for_games-wk6-1944324717.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569958802901-U0AY4ILA83X3QK8NCV2H/roy_bennett-level_design_for_games-wk6-1622465018.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1569958835065-I2V4QNB6QR2K4U8GE2OH/roy_bennett-level_design_for_games-wk5-740466300.jpg</image:loc>
      <image:title>Level Design Mental Mapping</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/level-design-combat-spaces</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1577117464140-J5EK792EMI3JPPVC9MOI/LevelDesignCombatSpaces.jpg</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570040092712-NWXJ0XFA0IIR29PEMAMD/HearldMentorPath.JPG</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
      <image:caption>Golden path playing as a mentor for the player that guides them assuredly to their destination, accompanied by a heralding archway.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570040400540-7D2WVVUR81Z40W0FBT5V/roy_bennett-level_design_for_games-wk10-879548448.jpg</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
      <image:caption>The player entering the town with their ultimate goal now in sight!</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570040666099-QH6XNGHNEURU1VLZQ4GV/roy_bennett-level_design_for_games-wk10-354228575.jpg</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
      <image:caption>The mentoring path weakens here but the shape language remains consistent with the starting area—the player feels progression but less secure as the defined path gets blurred and their ultimate goal gets closer. Note the sharp triangles used in the structure of the windows to communicate potential danger and action.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570041257651-C1D2Y7U31FD6211IDY7K/CoverManueverability.JPG</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
      <image:caption>Clear readable geometry cover as well as having proper metrics in place for player maneuverability.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570043179666-UJXCYHHHY23W1UJ314RN/FinalCombatSpace.JPG</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570043084131-OTRFY39TYU8H9AYGGTI6/roy_bennett-level_design_for_games-wk10-1246253257.jpg</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570043084132-ZP2WGMCTJJWZ2KWNHD77/roy_bennett-level_design_for_games-wk10-529368261.jpg</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570043084662-OWG3WFH6G6QEXEKPWISC/roy_bennett-level_design_for_games-wk10-1367965704+%281%29.jpg</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1570043084606-7GZE6AW521MSF75RQOEY/roy_bennett-level_design_for_games-wk10-1741859365.jpg</image:loc>
      <image:title>Level Design Combat Spaces</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/level-design-duncan-the-wisp</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1578071115114-USZ0ODBUJULWF47PB5FB/LevenDesignDuncan%26TheWisp.jpg</image:loc>
      <image:title>Level Design Duncan &amp; The Wisp</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551646153517-55CLVU7W2OS9UAF3Q3WF/BossLevel2.JPG</image:loc>
      <image:title>Level Design Duncan &amp; The Wisp</image:title>
      <image:caption>BOSS LEVEL (cut from final game) Testing how the game’s mechanics held up in tense situations like a Boss fight was also something I personally wanted to test our design against. Unfortunately, the level had to be cut and is not in the game’s final release.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551646363054-ASE7XQCCK4FIVB90SHNX/Capture3.JPG</image:loc>
      <image:title>Level Design Duncan &amp; The Wisp</image:title>
      <image:caption>TUTORIAL LEVEL This tutorial level experimented with introducing a new character, story elements and narration; as well as an exciting scenario to keep the Player immersed while learning how to play the game.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/level-design-boss-level</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551663954818-WTETLA7035SLDGA9TGR3/Capture2.JPG</image:loc>
      <image:title>Level Design - Boss Level</image:title>
      <image:caption>Clicking directly upon the character’s location moves the character toward the direction of the mouse cursor one unit.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551718569446-GJ31W449VG47C8GLXIEA/Capture.JPG</image:loc>
      <image:title>Level Design - Boss Level</image:title>
      <image:caption>Player using their Alternate Attack/Projectile ability on an exploding Crystal.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551718781846-OR4ZQKU276NKHSZNG8CK/Capture3.JPG</image:loc>
      <image:title>Level Design - Boss Level</image:title>
      <image:caption>Player using the exploding Crystals to damage the Boss</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551718945066-KUOCWEDGDDVS0KF6I0NC/Capture4.JPG</image:loc>
      <image:title>Level Design - Boss Level</image:title>
      <image:caption>Player mistakenly trying to use their projectile on a ‘dead’ crystal that does not explode.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.roybennettiv.com/level-design-tutorial-level</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-03-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727116554-JY71OT74KVZQMJ6V4TE0/Capture5.JPG</image:loc>
      <image:title>Level Design - Tutorial Level</image:title>
      <image:caption>Rough sketch-up of the Tutorial level’s design, event triggers and pacing.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727417880-L5YOKOYQZ5BKLGN2NDZZ/Capture6.JPG</image:loc>
      <image:title>Level Design - Tutorial Level</image:title>
      <image:caption>Player freeing Wisp in their first instructed interaction.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727512063-ON79CKVCJHMKNM2H9P0R/Capture7.JPG</image:loc>
      <image:title>Level Design - Tutorial Level</image:title>
      <image:caption>Player discovering their Staff with Wisp to soon learn how to combat enemies.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/577edf91f7e0abcffe2d8096/1551727839095-C1YNAQ1SMJ19AOSUGD88/Capture8.JPG</image:loc>
      <image:title>Level Design - Tutorial Level</image:title>
      <image:caption>Player surrounded by enemies is introduced to the Dash ability. Introducing this ability in this context communicates to the Player that they can use this ability to not only traverse over gaps, but also evade enemies.</image:caption>
    </image:image>
  </url>
</urlset>

