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		<lastmod>2026-08-29</lastmod>
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			<image:title>Branching mission logic resolving through squad loyalty and specialist checks into survival or death states.</image:title>
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			<image:title>Quest chain of four quests over a shared data spine, with a phase gate between quest two and three.</image:title>
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			<image:title>Puzzle gating flow: a story beat, a clue check, a second beat, a state set, and resolution.</image:title>
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			<image:title>Open world flow: a story beat and free roam feeding a trigger volume that fires the next beat or re-arms.</image:title>
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			<image:title>Design direction feeding three reusable templates that eleven designers built from.</image:title>
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			<image:title>The Base: full branching structure across squad assignments, loyalty states, and survival outcomes</image:title>
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			<image:title>Randomizing loyalty variables in Unreal Engine 5, written against the Articy flow</image:title>
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			<image:title>Scars of Honor, open-world MMORPG, in development.</image:title>
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			<image:title>Five verb paths converging on a single interact-and-use-item quest goal.</image:title>
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			<image:title>Ascend, a puzzle adventure set on a magical mountain, shipped 2025.</image:title>
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			<image:title>Planning board with level columns mapped to the five stages of grief, each column listing its zodiac sign and gating notes.</image:title>
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			<image:title>Top-down view of an Ascend puzzle level. Glowing gold lines connect star points across the ground, tracing the completed light path. A darker constellation outline sits beneath it showing the target shape the player is aiming to match.</image:title>
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			<image:title>In-game capture from Pandora: Chains of Chaos showing the player traversing an open-world environment.</image:title>
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			<image:title>Temple traversal concept art with blue lines marking intended player paths and red markers at key points, annotated with a design note about layout-driven navigation.</image:title>
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			<image:title>Design document section headed &quot;Objective: Search Kobe&#039;s office,&quot; listing each examinable object in the room and the dialogue line it triggers.</image:title>
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			<image:title>The Tūn-Gāst of Oakshaw, a top-down pixel art horror game built in Godot.</image:title>
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			<image:title>A greyboxed overworld in Godot alongside written notes and playtest questions for the design team.</image:title>
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			<image:title>Branching mission logic resolving through squad loyalty and specialist checks into survival or death states.</image:title>
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