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    <loc>https://www.octuki.com/projects/atum</loc>
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      <image:title>Projects - ATUM - IGF Finalist 2013</image:title>
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      <image:title>Projects - ATUM - IGF Finalist 2013</image:title>
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      <image:title>Projects - ATUM - IGF Finalist 2013 - ATUM</image:title>
      <image:caption>IGF Finalist - 2013</image:caption>
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      <image:title>Projects - ATUM - IGF Finalist 2013</image:title>
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    <loc>https://www.octuki.com/projects/empyrean</loc>
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      <image:title>Projects - Empyrean</image:title>
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      <image:title>Projects - Empyrean</image:title>
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  <url>
    <loc>https://www.octuki.com/projects/passingon</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-04-11</lastmod>
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      <image:title>Projects - Passing On - Passing On</image:title>
      <image:caption>Passing On is an Geolocational Multiplayer Mobile Game in which teams of players compete against each other to be the first to pass on. Each team consists of two players with two different roles: Investigator and Ghost. One player helps the other to find the right location. One can talk to the other, but the other one can only communicate by knocking on his device.</image:caption>
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      <image:title>Projects - Passing On</image:title>
      <image:caption>Birlinghoven Castle, Sankt Augustin, North Rhine-Westphalia, Germany.</image:caption>
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      <image:title>Projects - Passing On</image:title>
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      <image:title>Projects - Passing On</image:title>
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      <image:title>Projects - Passing On</image:title>
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      <image:title>Projects - Passing On</image:title>
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    <loc>https://www.octuki.com/projects/ptvr</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-04-21</lastmod>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606a1cf253410e7ca6631319/1619027828178/TusmorkeLogo.png</image:loc>
      <image:title>Projects - PT VR</image:title>
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    <image:image>
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      <image:title>Projects - PT VR - Designing without Progression-blocking Puzzles</image:title>
      <image:caption>In level design gating mechanisms are used to control game progression and pacing, giving the player a challenge, or set of challenges, that must be resolved before the next area is unlocked. The original version of P.T. features a series of obscure progression-blocking puzzles that, as revealed by Kojima himself, were meant to confound and stump players in such a way that it would take them “at least a week” to decipher the clues and resolve the challenges. We decided to avoid using any of the puzzles from the source material as progression blockers in PT VR. since the focus of our study is about how a horror game scenario affects players differently depending on the medium, and not to test the puzzle solving skills of our test participants.</image:caption>
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    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606a0b56fce96f7640ab3ebb/1619027828188/hallwayC+with+Lisa+03.png</image:loc>
      <image:title>Projects - PT VR</image:title>
      <image:caption>The general intuition among game developers is that playing in VR is more impactful and effective at eliciting certain emotions than an experience on a conventional flat screen. Particularly, horror experiences can be a bit too intense when wearing a head mounted display. Taking the headset off and breaking the spell of the virtual space takes much more effort than with traditional gaming experiences; the illusion of being physically in the virtual space makes any fictional threat feel quite real. VR offers a fascinating format for exploring the horror genre, which is why it is important to understand the medium and its effects. The literature suggests that, as a medium, VR has the potential to elicit strong emotions in players, but there is a lack of comparative studies offering empirical evidence.</image:caption>
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    <image:image>
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      <image:title>Projects - PT VR</image:title>
      <image:caption>PT VR is an independent VR project developed as a short room-scale VR horror experience for the HTC Vive headset. This atmospheric horror experience was developed in collaboration with Mikkel Svendsen as a research tool for my Master’s thesis. We developed a game explicitly modified to realize the experimental conditions, which allowed us to have full control over every element in the game, minimize the impact of confounding variables, and to log in-game events. Modifying and adapting an existing commercial game made our research tool closer, experience-wise, to real life gaming situations, contributing to higher levels of ecological validity Our reasoning behind adapting P.T. to VR as the experiment’s stimulus material was that, not only does the virtual space in P.T. features a series of perceptual triggers that effectively activates the human fear module, but also that the title has been recognised by critics and enthusiasts alike as one of the best, and most compelling horror game experiences ever made, reaching the status of a cult classic</image:caption>
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    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606a0c81630fc9109f7d8f3f/1619027828191/Screenshot_14.png</image:loc>
      <image:title>Projects - PT VR</image:title>
      <image:caption>My thesis presents the adapted design and implementation of a horror game as a research tool and the subsequent study where it was used was used to identify and compare player responses. Being aware of the existence and impact of these differences between mediums can provide insight for future empirical studies, as well as be used by VR horror game developers to make informed decisions in the implementation of their ideas. In game academia there is an interest in using physiological measures to gain unbiased data on emotional experiences. In game development, there is also an interest for this type of studies, which are used to evaluate game design and to influence the gameplay experience. Although opinions are divided on the use of biometrics to measure fear in games, with some researchers suggesting that only jump-scares can be adequately measured, with my study I was able to also capture another kind of fear, ongoing suspense.</image:caption>
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      <image:title>Projects - PT VR</image:title>
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  <url>
    <loc>https://www.octuki.com/projects/curioproject</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-04-11</lastmod>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606ad02dc3cea02b2d6f22a6/1617612923690/01+Game+Setup+-+Load+Class.png</image:loc>
      <image:title>Projects - The Curio Project</image:title>
      <image:caption>Wireframe teacher-side mock-up - Game set up</image:caption>
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      <image:title>Projects - The Curio Project - Wireframe - Class List with Menu selected</image:title>
      <image:caption>For this project I designed the initial UX and UI for a series of minigames as well as the interface for the educators to build the different scenarios and organize the lessons. To mock-up and visualize the product, I used Balsamiq Wireframes, a rapid low-fidelity UI wireframing tool, to sketch the UI and convey the ideas to the development team. Simplifying the visualization by decreasing the fidelity of the wireframes, helps to communicate complex UI patterns and functions designed to solve particular problems.</image:caption>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606ad97ebda56a5896d81223/1617615263551/Game_Rounds_-_Phase_3_Planet+-+08_Live+Feed+.png</image:loc>
      <image:title>Projects - The Curio Project - Wireframe - Game Rounds Showcasing Questions</image:title>
      <image:caption>Applying design principles and interface conventions, I mainly focused on intuitive interactions for mobile platforms (tablets), so that the final product would be accessible for the target audience (primary school students &amp; teachers). Each of the interface controls (also known as elements or components), were selected for the specific reason of being familiar and easy to use. Today’s students are digital natives, born into the internet age with easy access to devices such as mobile phones and tablets, but the product also needs to feel intuitive for the teachers managing the lessons.</image:caption>
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  <url>
    <loc>https://www.octuki.com/projects/werktoy</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-04-11</lastmod>
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      <image:title>Projects - werkTOY</image:title>
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      <image:title>Projects - werkTOY</image:title>
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      <image:title>Projects - werkTOY - Educational Objectives</image:title>
      <image:caption>To develop a prototype that includes an augmented reality setup and handheld device interactions for the educational goals around the topic of ‘water’. This prototype had to demonstrate the characteristics of the teaching tool, for this purpose we focused on three related activities within the topic of chemistry: investigating, understanding and applying. The in-game objective is for the students to become outstanding scientists explorers, working together with their classmates to discover the secrets of a series of planets. The players have to apply their knowledge about chemistry, physics, biology and geology in order to progress and resolve their mission objectives.</image:caption>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606b023031e2bd009b7c33ae/1617647419663/werkTOY+prototypeTrim03.gif</image:loc>
      <image:title>Projects - werkTOY</image:title>
      <image:caption>The teacher takes on the role of spacecraft commander, guiding and facilitating the learning objectives by means of assigning relevant missions to the students. The function of having this form of fiction is to create a certain aura that empowers students and creates epic meaning in their activities. Additionally, having a sci-fi theme allows us to integrate and justify the use of augmented reality and the handheld devices, creating a coherent experience.</image:caption>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606b045f1d41fc34302759c6/1617647419666/werkTOY+prototypeTrim04.gif</image:loc>
      <image:title>Projects - werkTOY</image:title>
      <image:caption>AR (augmented reality) allows its users to blend the virtual and the real world together, as well as making sure that the experience is in real-time format, making the overall experience more effective for students. In a classroom setting, students work together better if they are focused on a common workspace, and interactive exercises offer a more visual understanding of the concepts. This approach to learning allows for specific learning outcomes to be achieved when they are directly linked to the curriculum. Adding this technology to the educational environment, implements a new way of teaching very useful for teachers and students alike.</image:caption>
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      <image:title>Projects - werkTOY</image:title>
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      <image:title>Projects - werkTOY</image:title>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606b43b54ac99714518984cf/1617647419673/WerkTOY+-+Mock-ups+-+Profile+-+Missions_small.png</image:loc>
      <image:title>Projects - werkTOY</image:title>
      <image:caption>Research Journal - Missions</image:caption>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/606b435d599ffc2a2f4339a0/1617641907938/bio+minigame+03_small.png</image:loc>
      <image:title>Projects - werkTOY</image:title>
      <image:caption>Biology Minigame</image:caption>
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      <image:title>Projects - werkTOY</image:title>
      <image:caption>Geology Minigame</image:caption>
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      <image:title>Projects - werkTOY</image:title>
      <image:caption>Research Journal - Chemistry Lessons</image:caption>
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  <url>
    <loc>https://www.octuki.com/projects/omnia</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-04-11</lastmod>
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      <image:title>Projects - Omnia</image:title>
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      <image:title>Projects - Omnia</image:title>
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    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608064e400361404e3ec371d/1619027188639/Bird+Mode.gif</image:loc>
      <image:title>Projects - Omnia - Discovering Molecules</image:title>
      <image:caption>Exploring and solving puzzles on the individual islands, allows the players to combine them with other islands, bonding them with each other, and forming new molecules. As players progress in the game discovering new molecules, they will be able to play with different 18 different elements, combining them and observing the resulting chemical reactions. We focused on the first 18 elements because the rules for these elements are very straightforward: Electrons fit nicely into three orbitals (orbitals are the places you will generally find the electrons as they spin around the nucleus). These eighteen elements make up most of the matter in the Universe. It's a lot easier to remember facts about 18 elements than over 100 elements.</image:caption>
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    <image:image>
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      <image:title>Projects - Omnia</image:title>
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    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/607314ea80622017383577bd/1618154744686/IMG_0099.PNG</image:loc>
      <image:title>Projects - Omnia - Educational Objectives</image:title>
      <image:caption>Videogames are efficient learning machines that can be used to teach all kinds of things. Good educational games present challenges that target the competence of the players, creating a form of continuous evaluation. Well designed games appeal to internal motivators and fuelling intrinsic motivation enables learning. The design of Omnia has been influenced by constructivist and experiential learning theories. We have put into practice these theories in combination with game design principles to support learners, age 11 to 13, in their process: Players influence the context by means of interactivity and by doing so, they feel part of the process.  Good games present challenges that target the competence of the players; games create a form of continuous evaluation.  The players have to master a series of skills by solving the same type of problem before moving up to the next, gradually learning their way up. Information is offered in-context and when needed, because humans do much better at understanding and remembering information when the application is immediate and the purpose is clear. All and all, video games are efficient learning machines that can be used to teach all kinds of things.</image:caption>
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      <image:title>Projects - Omnia</image:title>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/607320ee4048257b9aef4295/1618157863331/Graphite+Puzzle.gif</image:loc>
      <image:title>Projects - Omnia</image:title>
      <image:caption>Exploring Elements: Graphite Minigame Prototype</image:caption>
    </image:image>
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      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60731a5f0d6e7a606f98ea51/1618156185296/beta-coal01.png</image:loc>
      <image:title>Projects - Omnia</image:title>
      <image:caption>Crafting Coal Minigame</image:caption>
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      <image:title>Projects - Omnia</image:title>
      <image:caption>Exploring Elements: Coal Minigame Prototype</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/6073260b06925c5959f37bdb/1618159314101/credits2.png</image:loc>
      <image:title>Projects - Omnia</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/607320d157e7cf58a4ad8cf1/1618157863347/graphite_molecule.png</image:loc>
      <image:title>Projects - Omnia</image:title>
      <image:caption>Crafting Graphite Minigame</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.octuki.com/projects/cph-evac</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-05-02</lastmod>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608069f1248c3052ce5b003e/1619958799699/prezismallutterotterlogo.png</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60806a2acd4b8b3d2574c44f/1619958799721/projectBanner.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60806fce4e46f67c7b26d62a/1619958799730/infected.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
      <image:caption>We decided that designing a game with differing objectives and hidden information will be the ideal backdrop to inspire mutual distrust and precarious collaboration. We also chose to create an interesting premise to emotionally appeal to the players and to give context to the formal elements of the game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608072833a4c1253e0228f73/1619958799740/parlament.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
      <image:caption>The Danish parliament - a Scandinavian survival game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/6080795c91bbf23a20af67c7/1619958799743/mainMissionChar.jpg</image:loc>
      <image:title>Projects - CPH-EVAC - Design Process: Asymmetrical Ordeal</image:title>
      <image:caption>Considering that we wanted to design an experience where players will have different roles, we determined that the ideal number of player for our system to support would be5. This number would allow us to design mechanics of deception, where infected players will be able to hide their actions, while also supporting deduction mechanics for healthy players.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60807d7619491909f63767ad/1619958799749/sketch02.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608071b3e441d00e306ea5bb/1619958799734/hospital.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
      <image:caption>The hospital - a dramatic location in the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60806ce09d99fb68ef83f0c4/1619958799724/startMenu.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
      <image:caption>From the wolf, sheep and cabbage riddle to a deadly parasite outbreak in Copenhagen, the core idea behind CPH:EVAC is an experience of distrust. We wanted to create a setting where players will need each other, but find themselves in a situation where they cannot trust anyone. We considered many different approaches to achieve this type of experience, including a more complicated version of the prisoner's dilemma, with 3 parties involved.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60806e36a7faa213b0dcd22b/1619958799727/map.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
      <image:caption>What was clear for us from the beginning is that our goal was to create a social activity where the relationships - already existing or enacted- between players will be in the fore ground To do so, we needed to frame our process from the perspective of creating a structure that will guide the activity of play, allowing for different play styles, and enactments of the game depending on the player’s attitude.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/6080746d060b014560cc2811/1619958799737/policeStation.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
      <image:caption>Police Station - During Main Missions players will be able to gain relevant information about upcoming choices</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60807d53faf26f0f439ea421/1619958799746/sketch01.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/6080835293a15e19ad20d775/1619958799763/ending4.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60807efd0e7180252fde2615/1619958799752/ending1.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/60807f8e049648303b5ff590/1619958799756/ending2.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/6080808d6d7281390d6af963/1619958799759/ending3.jpg</image:loc>
      <image:title>Projects - CPH-EVAC</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.octuki.com/projects/3dproject</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-05-02</lastmod>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608e9f47bc3dfe7e98eba65b/1619959626173/skullkid_02_1500x1200_5x4.jpg</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608eac2484d9576133a87f1f/1619962930650/skullkid_05_1500x1000_3x2.jpg</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering - Primitive Shapes &amp; Modifiers</image:title>
      <image:caption>On the first pass I focused on designing the general silhouette using standard primitive shapes (box, cone, cylinder, plane and sphere). With the general form in place, I made a second pass using modifiers, focusing on refining and detailing the shapes, adjusting them to fit the reference image better. I used most of the modifiers I was familiar with (taper, bend, FFD, surface, etc) and experimented a bit with the symmetry modifier. This was a really good technique to follow that ensured the character was symmetrical, and that I didn’t have to do the same work twice, specially when modelling the hand and the shoe.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608eb286bc3dfe7e98ec910f/1619968133221/skullkid_06_1500x843_16x9.png</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608ea682df42846165e4eb7a/1619962047388/skullkid_04_1500x1000_3x2.png</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
      <image:caption>Skull Kid Blueprint</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608eb4d16152873708e38915/1619965215464/skullkid_08_1500x1000_3x2.jpg</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
      <image:caption>Bone editing tools</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608eb40d8854726d6fd3c33b/1619964956911/skullkid_07_1500x1000_3x2.jpg</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
      <image:caption>Final rig</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608ea5ffe8aa8063ccb0af8c/1619962068605/skullkid_03_1500x1000_3x2.jpg</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
      <image:caption>Reference image setup</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608ebf3ebc3dfe7e98ed6d92/1619967809356/skullkid_09_1500x1200_5x4.jpg</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/60633595383c6a2acd3ee6c3/t/608ebf54527c290aeb4b5efe/1619967837595/skullkid_10_1500x1200_5x4.jpg</image:loc>
      <image:title>Projects - 3D Project - 3ds Max Character Modelling &amp; Rendering</image:title>
    </image:image>
  </url>
</urlset>

