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		<lastmod>2026-09-01</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:loc>https://mariomergola.com/assets/images/image03.svg</image:loc>
			<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:loc>https://mariomergola.com/assets/images/image09.jpg</image:loc>
			<image:title>The Base: full branching structure across squad assignments, loyalty states, and survival outcomes</image:title>
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			<image:loc>https://mariomergola.com/assets/images/image08.jpg</image:loc>
			<image:title>Randomizing loyalty variables in Unreal Engine 5, written against the Articy flow</image:title>
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			<image:loc>https://mariomergola.com/assets/images/image04.jpg</image:loc>
			<image:title>Annotated zone map showing quest routing, with numbered step markers, named locations, and colored paths tracing different faction routes and a marked dead end.</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>Spreadsheet view of the quest database, with columns for quest ID, identity code, name, requirements, and requirement type, and tabs along the bottom for quests, requirements, phases, targets, creatures, rewards, NPCs, and objects.</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:loc>https://mariomergola.com/assets/images/image12.jpg</image:loc>
			<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:loc>https://mariomergola.com/assets/images/image18.jpg</image:loc>
			<image:title>The Tūn-Gāst of Oakshaw, a top-down pixel art horror game built in Godot.</image:title>
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			<image:loc>https://mariomergola.com/assets/images/image15.jpg</image:loc>
			<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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