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    <loc>https://www.spencermckean.me/dev-logs</loc>
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    <lastmod>2025-12-18</lastmod>
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    <loc>https://www.spencermckean.me/camera-travel-path</loc>
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    <lastmod>2020-07-18</lastmod>
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      <image:title>Camera Travel Path</image:title>
      <image:caption>In Game - Basic Functionality along the travel path</image:caption>
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    <image:image>
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      <image:title>Camera Travel Path</image:title>
      <image:caption>In Game - Camera zooming in as it hits the level boundary</image:caption>
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      <image:title>Camera Travel Path</image:title>
      <image:caption>In Editor - The red circles represent stop nodes and green represent continue ones</image:caption>
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    <loc>https://www.spencermckean.me/resume</loc>
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    <lastmod>2025-10-21</lastmod>
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    <loc>https://www.spencermckean.me/row-swiping</loc>
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    <lastmod>2020-07-18</lastmod>
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      <image:title>Row Swiping</image:title>
      <image:caption>Row swiping horizontally in tutorial level</image:caption>
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    <image:image>
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      <image:title>Row Swiping</image:title>
      <image:caption>Row swiping needed to occur vertically</image:caption>
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    <loc>https://www.spencermckean.me/zoom-control</loc>
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    <lastmod>2020-07-18</lastmod>
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      <image:title>Zoom Control</image:title>
      <image:caption>The player has the ability to zoom in and out</image:caption>
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    <loc>https://www.spencermckean.me/path-changer</loc>
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    <lastmod>2020-07-18</lastmod>
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      <image:title>Path Changer</image:title>
      <image:caption>The path can be changed through user input</image:caption>
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      <image:title>Path Changer</image:title>
      <image:caption>When traveling through the path changer Oni's position changes to the exit location</image:caption>
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    <lastmod>2025-10-21</lastmod>
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    <loc>https://www.spencermckean.me/train-hazard</loc>
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    <lastmod>2021-03-10</lastmod>
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      <image:title>Train Hazard</image:title>
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      <image:title>Train Hazard</image:title>
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    <loc>https://www.spencermckean.me/position-tracking</loc>
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    <priority>0.75</priority>
    <lastmod>2021-03-10</lastmod>
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      <image:title>Position Tracking</image:title>
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      <image:title>Position Tracking</image:title>
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    <loc>https://www.spencermckean.me/placement-tracking</loc>
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    <lastmod>2021-03-10</lastmod>
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      <image:title>Placement Tracking</image:title>
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    <loc>https://www.spencermckean.me/the-trial</loc>
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    <lastmod>2021-02-02</lastmod>
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      <image:title>The Trial - Task Planning and Tracking</image:title>
      <image:caption>Over the course of the project it was my responsibility to plan out the tasks required to complete all of the features that I set envisioned. At the beginning of the project I took on way more tasks than I could complete in the time span of the project. This made it very difficult to make significant and noticiable progress towards the end goal. I was able to scope down the project and break tasks out into more meaningful smaller ones. This change made working on the project easier, as I always knew what I needed to do next, and resulted in a finished product that was more polished.</image:caption>
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      <image:title>The Trial - Ability Based Combat</image:title>
      <image:caption>The core mechanic of the game is to use your abilities to defeat enemies. Inspired by the game, Wizard of Legend, I wanted to create a library of abilities that the player could select from to change how they played the game every time. Being one person it would have been hard to create the amount of abilities that I wanted the player to have access to so I decided to define abilities in an XML. Using different classes of abilities, projectiles, buffs, and targeted, I was able to create many unique abilities that felt different from all of the others.</image:caption>
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      <image:title>The Trial - Experimentation with UI Buttons</image:title>
      <image:caption>Giving the player to the ability to select their own abilities to use in game was something that I wanted to do from the beginning of the project, but making a menu that was intuitive to the control scheme of my game with the systems I had in place at that time going to be difficult. I decided to create a simple UI Button for the game that would behave differently as it was selected and call a specified callback when clicked. This made things a lot easier when creating the menus. With the work that I did with the UI Buttons I feel comfortable moving forward in creating a UI System for my engine.</image:caption>
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    <loc>https://www.spencermckean.me/large-scale-ocean-rendering-and-simulation</loc>
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    <lastmod>2021-05-20</lastmod>
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      <image:title>Large Scale Ocean Rendering and Simulation</image:title>
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      <image:title>Large Scale Ocean Rendering and Simulation</image:title>
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      <image:title>Large Scale Ocean Rendering and Simulation</image:title>
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    <loc>https://www.spencermckean.me/renderer</loc>
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    <lastmod>2026-02-03</lastmod>
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    <loc>https://www.spencermckean.me/projects/millennia-atomic-ambitions</loc>
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    <lastmod>2025-11-06</lastmod>
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    <loc>https://www.spencermckean.me/projects/millennia-ancient-worlds</loc>
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    <lastmod>2025-11-06</lastmod>
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    <loc>https://www.spencermckean.me/projects/millennia</loc>
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    <lastmod>2025-11-06</lastmod>
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