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    <loc>https://www.jsngaidesign.com/home</loc>
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    <lastmod>2021-06-23</lastmod>
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    <loc>https://www.jsngaidesign.com/projects</loc>
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    <lastmod>2021-06-22</lastmod>
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      <image:title>Projects</image:title>
      <image:caption>Game Content Designer on Family Guy: The Quest for Stuff</image:caption>
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      <image:caption>3d Level Designer on Deer Hunter World</image:caption>
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      <image:title>Projects</image:title>
      <image:caption>Associate Game Designer on Harry Potter: Hogwarts Mystery</image:caption>
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  <url>
    <loc>https://www.jsngaidesign.com/about</loc>
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    <lastmod>2021-06-21</lastmod>
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      <image:title>About</image:title>
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  <url>
    <loc>https://www.jsngaidesign.com/resume</loc>
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  <url>
    <loc>https://www.jsngaidesign.com/harry-potter-hogwarts-mystery</loc>
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    <priority>0.75</priority>
    <lastmod>2021-06-22</lastmod>
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      <image:title>Harry Potter: Hogwarts Mystery</image:title>
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      <image:loc>https://static1.squarespace.com/static/60cd024b701da40345bc0ce4/t/60d124025ee798390c35914f/1624321120659/Final-April-Game-Update-Hogwarts-Mystery-Dragon-Awake-1024x485.jpeg</image:loc>
      <image:title>Harry Potter: Hogwarts Mystery - Designing combat encounters for a more cinematic experience</image:title>
      <image:caption>A challenge that a lot of mobile developers face is knowing that such a large audience means that they need to accommodate both the most skilled and least experienced player when designing a scenario. The dragon fight at the end of Year 5 functionally has the same amount of health as another boss enemy, but has an enlarged health pool. It also starts with a debuff, reducing its health every turn. Seeing the boss’s health tick down simultaneously conserves the canon threat of the dragon (large health pool) and the feasibility that the player character is able to overcome the encounter. Forgive me for gushing a bit, but this is why I love game design. Although the encounter may be mechanically the same as another, small connections between in game mechanics and the fantasy inside the player’s head is what makes video games believable, interesting, and compelling!</image:caption>
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    <loc>https://www.jsngaidesign.com/deer-hunter-world</loc>
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    <priority>0.75</priority>
    <lastmod>2021-06-22</lastmod>
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      <image:title>Deer Hunter World - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60cd024b701da40345bc0ce4/t/60d1264ff192de28ae53efff/1624402916416/Screen+Shot+2021-06-21+at+2.52.54+PM.png</image:loc>
      <image:title>Deer Hunter World - Creating maps to support PvP game mode</image:title>
      <image:caption>One of the roles I was brought on for was to design a set of levels to support the PvP game type that was in development. The big design challenge wasn’t itself making a multiplayer map; the challenge was making a singleplayer map that had enough possibilities to make a fun multiplayer experience. The process had me researching real world places for visual inspiration, to greyboxing PvP levels, presenting to different disciplines, coordinating with art teams, and eventually implementing the finished product. I had a great experiencing coordinating the needs of systems designers and project managers with the capabilities of 3D and texture artists.</image:caption>
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      <image:title>Deer Hunter World</image:title>
      <image:caption>The White placeholder spheres from the previous picture have turned into beautiful rocks!</image:caption>
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    <image:image>
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      <image:title>Deer Hunter World</image:title>
      <image:caption>As a Level Designer, one of the many responsibilities I have is iterating on map designs to make for a better experience.</image:caption>
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  <url>
    <loc>https://www.jsngaidesign.com/family-guy-the-quest-for-stuff</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-06-22</lastmod>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60cd024b701da40345bc0ce4/t/60d238cc9d2f105543904c0a/1624389849712/Family-Guy-The-Quest-for-Stuff-Mod-Apk.jpg</image:loc>
      <image:title>Family Guy: The Quest for Stuff - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60cd024b701da40345bc0ce4/t/60d2703d420bba6e4620b73a/1624404084318/Screen+Shot+2021-06-22+at+4.20.11+PM.png</image:loc>
      <image:title>Family Guy: The Quest for Stuff - Design space in a live game</image:title>
      <image:caption>Being on a live game as a burgeoning game designer comes with a lot of perks. Namely, being able to come up with some new features and mechanics for limited time events. From the live events I’ve worked on, I’ve helped brainstorm and come up with things like combat, shooting cannonballs, exploring a mystery mansion all from working on a single project! Testing out new mechanics and interesting designs allows projects (and companies) to explore design spaces that otherwise would be too risky to implement on a game that is yet to be released. I appreciate being able to learn not only the creativity that goes into live events, but also a grounded perspective of balancing what may appear fun, with the work needed to accomplish that goal, and how well that feature may perform.</image:caption>
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