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  <url>
    <loc>https://www.nealgallagherdesign.com/k3lvn</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2023-08-19</lastmod>
    <image:image>
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      <image:title>K3LVN - LD</image:title>
      <image:caption>This is the initial blockmesh of the hangar. Though it changed later in production, the original intent for this space was to be the main level for use of the Solid State of K3LVN. The Solid State was a state that allowed the player to roll around as a ball and gain momentum.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/ec76a0a5-ae87-4ec7-b89a-1cd9038bdc6e/blockmeshHighresScreenshot00001.png</image:loc>
      <image:title>K3LVN - LD</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/3ed1b9b1-2d45-4822-a731-9706921982b5/blockmeshHighresScreenshot00002.png</image:loc>
      <image:title>K3LVN - LD</image:title>
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    <image:image>
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      <image:title>K3LVN - LD</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/b2d6245f-a6a8-49f8-b190-6a98eb0ec0c8/blockmeshHighresScreenshot00003.png</image:loc>
      <image:title>K3LVN - LD</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9db93b89-0343-4d01-a194-3bc8cc74c6ba/blockmeshHighresScreenshot00005.png</image:loc>
      <image:title>K3LVN - LD</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/fdaf5296-ff7f-4b44-9b3e-0f051ec213dc/blockmeshHighresScreenshot00006.png</image:loc>
      <image:title>K3LVN - LD</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7a795d9d-393c-4903-9323-e6e32fbd1abc/blockmeshHighresScreenshot00007.png</image:loc>
      <image:title>K3LVN - LD</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/d1a1de5b-8feb-4863-99ec-8820dd532193/k3lvnHighresScreenshot00003.png</image:loc>
      <image:title>K3LVN - LD</image:title>
      <image:caption>The final step to get the level ready for playtesting was lighting. taking the now set dressed level and lighting it up to guide the player and make the space look as good as possible.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/46843a28-e9ee-4e7a-a10e-9ab3f15965c0/k3lvnHighresScreenshot00001.png</image:loc>
      <image:title>K3LVN - LD</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/f565e271-816f-4286-82b7-5fc9b0c16e17/k3lvnHighresScreenshot00004.png</image:loc>
      <image:title>K3LVN - LD</image:title>
      <image:caption>Pipe Roller-coaster designed to test the players proficiency with in the physics based ball form.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/2edc131a-6199-4f8a-a99c-553ab0d6a2f1/k3lvnHighresScreenshot00002.png</image:loc>
      <image:title>K3LVN - LD</image:title>
      <image:caption>Small platforming section built to build on skills taught earlier in the game, and to build skills that will be used later in the game.</image:caption>
    </image:image>
    <image:image>
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      <image:title>K3LVN - LD</image:title>
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      <image:title>K3LVN - LD</image:title>
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    <image:image>
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      <image:title>K3LVN - LD</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/44dc52df-295e-4684-a9ce-62fc05a81f99/HighresScreenshot00003.png</image:loc>
      <image:title>K3LVN - LD</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/0f6460ae-bec1-4223-bf17-3d60f43d0aad/HighresScreenshot00007.png</image:loc>
      <image:title>K3LVN - LD</image:title>
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      <image:title>K3LVN - LD</image:title>
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      <image:title>K3LVN - LD</image:title>
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      <image:title>K3LVN - LD</image:title>
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      <image:title>K3LVN - LD</image:title>
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      <image:title>K3LVN - LD</image:title>
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    <image:image>
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      <image:title>K3LVN - LD</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/421febeb-0111-4176-afd7-0b742538acf2/ss_9c9b83cedd4c00d09320cac58b474486b9968320.jpg</image:loc>
      <image:title>K3LVN - LD</image:title>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/4965f3d5-8df6-4cbc-b75b-4f035ecb9b9e/ss_baebcb9e050ecc86b93e0c9a8f60a411db46fc58.jpg</image:loc>
      <image:title>K3LVN - LD</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9f50817f-7941-445f-aa76-59d2569fe491/ss_9f6fffec8933008653ddb54de3ce1b65a07dd9a0.jpg</image:loc>
      <image:title>K3LVN - LD</image:title>
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    <image:image>
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      <image:title>K3LVN - LD</image:title>
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  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/about</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-09-28</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/0eed271b-ee64-4059-8f6d-731cb5631d32/20220819_202109+%281%29.jpg</image:loc>
      <image:title>About - Resume</image:title>
      <image:caption>I have recently graduated from studying level design at Florida Interactive Entertainment Academy (FIEA). My Bachelor's degree is from UCF's Digital Media program in the game design track. I am currently a technical designer at Mysterious Melody Games, responsible for combat design with ship vs ship combat. At FIEA, I was a Design Lead and Level Designer on the capstone game K3LVN, an action platform with the unique mechanic of the player being able to change their state of matter to solve challenges in the game. As an undergraduate, I was a Level Designer on Zolaris, a FPS along the lines of Dishonored where the player has multiple abilities they can use to fight or sneak past the enemies to reach the end of the game. I am proficient in UE4/5 and Unity. Skills Include: Level Design Whiteboxing/Blockmeshing Set Dressing Environmental Lighting Documentation Mechanical Design UX Design Tools Experience: Unreal Engine 4/5 Unreal Blueprints Unity C# Autodesk Maya Perforce Jira Adobe Photoshop Adobe Illustrator Adobe Premiere Pro Contact Neal.Gallagher3@gmail.com https://www.linkedin.com/in/neal-gallagher/</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/doom-inspired-level</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2023-08-19</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/a170f4a8-f812-436f-a394-85ada0e771ca/HighresScreenshot00001.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>This section of the level was designed with flow in mind. The player starts with a vantage point over the level allowing them to get a sense of the different ways they could play through the level. There are several paths around the level which seamlessly lead into the other paths for minimal break in the flow of combat.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/95293c16-a0ca-44f2-a703-679f5c27acb7/HighresScreenshot00005.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>Through an enemy manager Blueprint I created for the level, once all enemies are killed a sequencer plays opening up the shrine in the back of the level allowing progression to the next level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/81d411e4-3dbc-44ea-b094-c5557b8f4ebb/HighresScreenshot00006.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>There are several jump pads placed around the level so the player can get back up to one of the higher paths quickly if they fall. This allows the speed and flow of combat to be maintained through all parts of the level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/a29bd421-b6b8-4104-8ea3-ea07a17d86c9/HighresScreenshot00000.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>After dropping down from the previous section this level also starts at a vantage point giving the player a chance to survey the level and get a break from the previous section.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/82580cb6-3cf3-40e8-9e65-7b0fcbab1c4b/HighresScreenshot00003.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>This level is more focused on driving the player from the entrance to the level to the exit marked by two fires at the edge of the cave. Through careful placement of stairs and jump pads the player is able to kill enemies on both stories of the level as they make their way to the end</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/ba465ff0-cc9d-49ec-9c20-fdd303157109/HighresScreenshot00004.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>This section of the level has water the player can fall into to increase the challenge of the players mastery of the movement system. Though the punishment is just to be respawned near the beginning of the level, just breaking the flow slightly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/86cb0143-a13d-4af0-b7a3-2c428a315e1d/HighresScreenshot00007.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>The final section of the level is an arena fight with multiple waves of spawning enemies. The level starts with a short walk-up to the arena to give them an idea of what’s coming. When each full wave is completed the arena rises with new sets of cover and verticality.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/54109c41-3c9d-4b64-9bb9-591a69e79e14/HighresScreenshot00002.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>With every set of enemies cleared, another set spawns with increasingly difficult patterns. Once all the sets for a level of the tower are completed the tower rises, allowing for more waves with new level geometry.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/a91bbe1e-b515-49bc-a216-45c5537a671f/HighresScreenshot00008.png</image:loc>
      <image:title>Doom Inspired Level - LD</image:title>
      <image:caption>The arena starts out basic and blank, but as the fighting continues more cover and geometry is created. Each enemy spawns from a hanging cage that falls down into the arena. By the time the boss fight starts the player can use these cages as cover from the bosses abilities.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/cult-level-blockmesh</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2023-09-15</lastmod>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/dfebcb7b-5c8e-40ac-b9c4-3f40c8433867/HighresScreenshot00033.png</image:loc>
      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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      <image:title>Cult Level Blockmesh - LD</image:title>
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  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/currentproject</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2023-08-19</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/370d070a-18bf-44a6-a9c2-5fde6ffa7e7a/IMG_0130.PNG</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This first map is a basic hand-drawn map I’ve created to get a basic idea of the space I want to create. I find that these quick hand-drawn maps are a good place to start since I can quickly erase and redo areas that I don’t like, and generally just get layout ideas on paper. I’m next going to take this rough map and create a rough block mesh in UE5 to sanity check the distances and scale of the different areas.With this first block mesh I’m going to also start working on supporting gameplay blueprints to better establish pacing. Once my first block mesh is complete I’m going to take what I’ve learning about how the space feels in a 3D environment and make a more detailed map in photoshop. Using the high detail map I’m going to create a high detail block out and collision in Maya, and then bring it back into unreal to polish with assets and final gameplay.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/34073a15-2c99-4063-9759-0ff5c9297ea1/HighresScreenshot00000.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is a top down of the first basic blockout for this project I made in UE5. The shapes like the perfectly spherical obstacles are not meant to be super accurate. This step was to get a better idea of the area in 3D space and what felt best with the gameplay mechanics as I was starting to flesh those out. There were some changes made from the first basic map such as the size of specific areas and their position in relation to each other. I'm next going to take this blockout and make a more precise map that will better serve the rest of the process.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/354a6949-5e27-4fc0-91a0-0d0e5cfb6d9e/HighresScreenshot00001.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is the first combat encounter planned for the area. In a larger project this space would be used to introduce enemies or mechanics specific to this area.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/817f6201-5540-4e19-a607-71bf031eaa38/HighresScreenshot00002.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is an additional encounter that can be entered after clearing the first, there is a semi-hidden path after the exit to the first room. The player can be rewarded for finding this area and clearing additional enemies with a loot chest. If they miss this area while going through it there is some space later where they will get a sightline to the chest, hinting to them that they can backtrack for the additional loot.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/54515ef5-a514-40d0-b19f-07bc54322cf9/HighresScreenshot00003.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>Shortly after the first encounter is this second encounter with more complex terrain and more enemies. Clever players may be able to use the terrain to separate enemies out so they don't have to fight as many at once.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/59fa15df-fbf2-4ef5-a516-1af7ca84ab9c/HighresScreenshot00004.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is a second semi-hidden area where the players can be rewarded with loot for exploring and fighting additional enemies. There is a tease where the player can see the chest after completing the first room to prompt them to be on the look-out for an entrance to the area.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/cc3ac67a-5f5f-44b5-a74e-c4ffe4db5ba5/HighresScreenshot00005.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is the third major combat encounter. This area has large line of sight blockers that can give the enemies a chance to flank the player if they aren't paying attention.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/30cec028-e392-4f25-b397-72a27c3345b6/HighresScreenshot00006.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is a an area to house a boss or elite enemy for the area. If implemented into a full game with full mechanics this small area should be able to facilitate 5-10 minutes of gameplay.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/b8764905-463b-442a-b6d8-32647181e21e/Guy+Of+War+Map.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is the more precise map I've created with what I learned from seeing the space built out a bit in 3D and having more fleshed out mechanics to get a better idea of what feels best for this game. I'm going to be able to use this map to aid in creating a more detailed blockout in maya.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/f7bf61cd-d28f-49f4-a510-be520bb7deea/HighresScreenshot00007.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is the full layout of the map as constructed in Maya. As with the steps before it there are some changes that had to be made with the design throughout as I got a more accurate picture of how everything was coming together.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/d1c2db59-ae7c-44ae-b4bd-a07fa4b885dd/HighresScreenshot00008.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>Not much changed with the first combat area other than some slight adjustments to spacing between the platforms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/51e1005e-88d1-421a-8286-09e9d3bf4891/HighresScreenshot00009.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This optional room got a much more accurate representation that I had in mind with the shape of the obstacles to fight around.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/6f996f6c-9414-4849-bba2-6fd7b51d8ca4/HighresScreenshot00010.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>The second main combat room got more accurate curvature to match the intended landscape of the area.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/3d327a51-0cd3-43d4-864d-bd155f9a8e05/HighresScreenshot00011.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>The path from the first and second combat rooms similarly got more accurate curvature to represent the landscape.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/43bd1a7e-a276-4da0-8e02-8731c8fa7542/HighresScreenshot00012.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>The third combat area and boss area saw some of the most drastic changes with the maya pass. Both areas saw some size changes and the space between them got much bigger to make the space flow better.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7f0735af-06c5-423c-9bca-e26a584c3bb6/HighresScreenshot00013.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This is the final version of the map polished out with art assets. The changes of the design at this point were mostly due to limitations of the asset packs used and choices made to make the Level look and flow better. A lot of time went into optimizing the level with the foliage used to make it run as smoothly as possible.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/299cfc40-6931-45b1-9d32-b8148bbff9a5/HighresScreenshot00014.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>The first combat room was largely unchanged. Though there were some additional considerations that had to be made to keep the design consistent while making the landscape and rocks look natural. The main consequence is that the walkways are slightly narrower than originally designed for.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/4f526aab-f523-4f03-8393-696cbf4177fd/HighresScreenshot00015.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>The optional room had a major change in that the obstacles had to be changed from having more structure to a moundish shape. The asset packs used didn't allow for accommodation of the original design, and to maintain the visual design of the area they had to be changed.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/6a8dfec1-6f33-4fd4-9bf3-e83610ee8a01/HighresScreenshot00016.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>This area was able to be carried through as originally intended with most of the additional considerations being with the visual design of the space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/33b263f6-e3c2-4a24-9d2e-564d67009fd4/HighresScreenshot00017.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>With the added foliage this space ended up being narrower than intended but the space still flows well with the gameplay.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9a50355c-fd04-4cc9-b376-053443370694/HighresScreenshot00018.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>The boss area similar to the last area ended up being slightly narrower than intended but this also still flows correctly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/01a64689-e0cc-4880-9a15-0e3699b36484/HighresScreenshot00019.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>While design this area and considering the assets and materials I had available, I had made the decision to change the paths between areas to make them look eroded from flow of the lake uphill.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/1737208c-1f6a-4f22-aafb-ee89c624c1f9/HighresScreenshot00020.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
      <image:caption>There are several places on the map to either give a preview of where a chest might be that can be accessed later, or show a chest that was missed that can be backtracked to.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/65508035-dd07-411e-9866-79d905dfdaf1/HighresScreenshot00021.png</image:loc>
      <image:title>God of War Inspired Level - LD</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/unannouncedproject</loc>
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    <lastmod>2023-09-15</lastmod>
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    <loc>https://www.nealgallagherdesign.com/about-1</loc>
    <changefreq>daily</changefreq>
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    <lastmod>2025-10-05</lastmod>
    <image:image>
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  <url>
    <loc>https://www.nealgallagherdesign.com/k3lvn-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-10</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/53beda1d-34e5-4383-8b48-0cc070da18ff/ss_756e860a749dbb938509c7d45e093effe589595b.jpg</image:loc>
    </image:image>
    <image:image>
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    </image:image>
    <image:image>
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    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/1653063360963-YWL08EFY7XE0VA9MSNDJ/HighresScreenshot00027.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
      <image:caption>This is the initial blockmesh of the hangar. Though it changed later in production, the original intent for this space was to be the main level for use of the Solid State of K3LVN. The Solid State was a state that allowed the player to roll around as a ball and gain momentum.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/1653062986914-Y2LTX8S3Q4J2T8EF6D80/HighresScreenshot00024.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/1653062986914-Y2LTX8S3Q4J2T8EF6D80/HighresScreenshot00024.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
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      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/1653063343576-764ERX6N0CGI4UAM6T31/HighresScreenshot00027.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/ec76a0a5-ae87-4ec7-b89a-1cd9038bdc6e/blockmeshHighresScreenshot00001.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/3ed1b9b1-2d45-4822-a731-9706921982b5/blockmeshHighresScreenshot00002.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/1653063360963-YWL08EFY7XE0VA9MSNDJ/HighresScreenshot00027.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7bfeab41-1e68-4bb1-a5b9-d48c03078356/blockmeshHighresScreenshot00004.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7bfeab41-1e68-4bb1-a5b9-d48c03078356/blockmeshHighresScreenshot00004.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/ec76a0a5-ae87-4ec7-b89a-1cd9038bdc6e/blockmeshHighresScreenshot00001.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9db93b89-0343-4d01-a194-3bc8cc74c6ba/blockmeshHighresScreenshot00005.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/b2d6245f-a6a8-49f8-b190-6a98eb0ec0c8/blockmeshHighresScreenshot00003.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9db93b89-0343-4d01-a194-3bc8cc74c6ba/blockmeshHighresScreenshot00005.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9db93b89-0343-4d01-a194-3bc8cc74c6ba/blockmeshHighresScreenshot00005.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7a795d9d-393c-4903-9323-e6e32fbd1abc/blockmeshHighresScreenshot00007.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/fdaf5296-ff7f-4b44-9b3e-0f051ec213dc/blockmeshHighresScreenshot00006.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/b2d6245f-a6a8-49f8-b190-6a98eb0ec0c8/blockmeshHighresScreenshot00003.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/fdaf5296-ff7f-4b44-9b3e-0f051ec213dc/blockmeshHighresScreenshot00006.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7a795d9d-393c-4903-9323-e6e32fbd1abc/blockmeshHighresScreenshot00007.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/3ed1b9b1-2d45-4822-a731-9706921982b5/blockmeshHighresScreenshot00002.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/3ed1b9b1-2d45-4822-a731-9706921982b5/blockmeshHighresScreenshot00002.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/d1a1de5b-8feb-4863-99ec-8820dd532193/k3lvnHighresScreenshot00003.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
      <image:caption>The final step to get the level ready for playtesting was lighting. taking the now set dressed level and lighting it up to guide the player and make the space look as good as possible.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7a795d9d-393c-4903-9323-e6e32fbd1abc/blockmeshHighresScreenshot00007.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:title>K3LVN - LD (Copy)</image:title>
      <image:caption />
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      <image:title>K3LVN - LD (Copy)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/f565e271-816f-4286-82b7-5fc9b0c16e17/k3lvnHighresScreenshot00004.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
      <image:caption>Pipe Roller-coaster designed to test the players proficiency with in the physics based ball form.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/2edc131a-6199-4f8a-a99c-553ab0d6a2f1/k3lvnHighresScreenshot00002.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
      <image:caption>Small platforming section built to build on skills taught earlier in the game, and to build skills that will be used later in the game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/8f033bfe-724e-4d30-b773-b5b6fb6c7c3a/k3lvnHighresScreenshot00005.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/75fa4c2c-268c-48fe-a25c-36a9c73d620c/HighresScreenshot00006.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/ad2e0a82-a27f-45d9-934d-a22bba7e8c85/HighresScreenshot00002.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/44dc52df-295e-4684-a9ce-62fc05a81f99/HighresScreenshot00003.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/0f6460ae-bec1-4223-bf17-3d60f43d0aad/HighresScreenshot00007.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/213f79b8-a9cf-4a21-8d8f-7c259ac55d75/HighresScreenshot00005.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/88941565-e07b-4ca1-8e42-90b957a9d5b8/HighresScreenshot00004.png</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/dfe3f9c5-a470-494c-8d4c-e12e4a040c29/ss_f7a9a640324509735ccd40fa4a3dc91b8451dd03.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/de5ed7e8-df03-4ff8-850d-50206ac61692/ss_03a483d75018c4db002e14e6c411404e477450a4.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/53beda1d-34e5-4383-8b48-0cc070da18ff/ss_756e860a749dbb938509c7d45e093effe589595b.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/aae0e933-c617-45f2-8840-858294a208aa/ss_3e20acd0d58152d030dca8b77e056b4369fcdec1.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/421febeb-0111-4176-afd7-0b742538acf2/ss_9c9b83cedd4c00d09320cac58b474486b9968320.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/4965f3d5-8df6-4cbc-b75b-4f035ecb9b9e/ss_baebcb9e050ecc86b93e0c9a8f60a411db46fc58.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9f50817f-7941-445f-aa76-59d2569fe491/ss_9f6fffec8933008653ddb54de3ce1b65a07dd9a0.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/e16e66e0-b280-4ff4-911d-1b28a6641b7b/ss_023ce7e17d03ff162bb0a30c57dfb14df4cfa805.jpg</image:loc>
      <image:title>K3LVN - LD (Copy)</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/unannouncedproject-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-09-28</lastmod>
  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/doom-inspired-level-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-09-28</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/a170f4a8-f812-436f-a394-85ada0e771ca/HighresScreenshot00001.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>This section of the level was designed with flow in mind. The player starts with a vantage point over the level allowing them to get a sense of the different ways they could play through the level. There are several paths around the level which seamlessly lead into the other paths for minimal break in the flow of combat.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/95293c16-a0ca-44f2-a703-679f5c27acb7/HighresScreenshot00005.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>Through an enemy manager Blueprint I created for the level, once all enemies are killed a sequencer plays opening up the shrine in the back of the level allowing progression to the next level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/81d411e4-3dbc-44ea-b094-c5557b8f4ebb/HighresScreenshot00006.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>There are several jump pads placed around the level so the player can get back up to one of the higher paths quickly if they fall. This allows the speed and flow of combat to be maintained through all parts of the level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/a29bd421-b6b8-4104-8ea3-ea07a17d86c9/HighresScreenshot00000.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>After dropping down from the previous section this level also starts at a vantage point giving the player a chance to survey the level and get a break from the previous section.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/82580cb6-3cf3-40e8-9e65-7b0fcbab1c4b/HighresScreenshot00003.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>This level is more focused on driving the player from the entrance to the level to the exit marked by two fires at the edge of the cave. Through careful placement of stairs and jump pads the player is able to kill enemies on both stories of the level as they make their way to the end</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/ba465ff0-cc9d-49ec-9c20-fdd303157109/HighresScreenshot00004.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>This section of the level has water the player can fall into to increase the challenge of the players mastery of the movement system. Though the punishment is just to be respawned near the beginning of the level, just breaking the flow slightly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/86cb0143-a13d-4af0-b7a3-2c428a315e1d/HighresScreenshot00007.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>The final section of the level is an arena fight with multiple waves of spawning enemies. The level starts with a short walk-up to the arena to give them an idea of what’s coming. When each full wave is completed the arena rises with new sets of cover and verticality.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/54109c41-3c9d-4b64-9bb9-591a69e79e14/HighresScreenshot00002.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>With every set of enemies cleared, another set spawns with increasingly difficult patterns. Once all the sets for a level of the tower are completed the tower rises, allowing for more waves with new level geometry.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/a91bbe1e-b515-49bc-a216-45c5537a671f/HighresScreenshot00008.png</image:loc>
      <image:title>Doom Inspired Level - LD (Copy)</image:title>
      <image:caption>The arena starts out basic and blank, but as the fighting continues more cover and geometry is created. Each enemy spawns from a hanging cage that falls down into the arena. By the time the boss fight starts the player can use these cages as cover from the bosses abilities.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.nealgallagherdesign.com/currentproject-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-09-28</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/370d070a-18bf-44a6-a9c2-5fde6ffa7e7a/IMG_0130.PNG</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This first map is a basic hand-drawn map I’ve created to get a basic idea of the space I want to create. I find that these quick hand-drawn maps are a good place to start since I can quickly erase and redo areas that I don’t like, and generally just get layout ideas on paper. I’m next going to take this rough map and create a rough block mesh in UE5 to sanity check the distances and scale of the different areas.With this first block mesh I’m going to also start working on supporting gameplay blueprints to better establish pacing. Once my first block mesh is complete I’m going to take what I’ve learning about how the space feels in a 3D environment and make a more detailed map in photoshop. Using the high detail map I’m going to create a high detail block out and collision in Maya, and then bring it back into unreal to polish with assets and final gameplay.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/34073a15-2c99-4063-9759-0ff5c9297ea1/HighresScreenshot00000.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is a top down of the first basic blockout for this project I made in UE5. The shapes like the perfectly spherical obstacles are not meant to be super accurate. This step was to get a better idea of the area in 3D space and what felt best with the gameplay mechanics as I was starting to flesh those out. There were some changes made from the first basic map such as the size of specific areas and their position in relation to each other. I'm next going to take this blockout and make a more precise map that will better serve the rest of the process.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/354a6949-5e27-4fc0-91a0-0d0e5cfb6d9e/HighresScreenshot00001.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is the first combat encounter planned for the area. In a larger project this space would be used to introduce enemies or mechanics specific to this area.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/817f6201-5540-4e19-a607-71bf031eaa38/HighresScreenshot00002.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is an additional encounter that can be entered after clearing the first, there is a semi-hidden path after the exit to the first room. The player can be rewarded for finding this area and clearing additional enemies with a loot chest. If they miss this area while going through it there is some space later where they will get a sightline to the chest, hinting to them that they can backtrack for the additional loot.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/54515ef5-a514-40d0-b19f-07bc54322cf9/HighresScreenshot00003.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>Shortly after the first encounter is this second encounter with more complex terrain and more enemies. Clever players may be able to use the terrain to separate enemies out so they don't have to fight as many at once.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/59fa15df-fbf2-4ef5-a516-1af7ca84ab9c/HighresScreenshot00004.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is a second semi-hidden area where the players can be rewarded with loot for exploring and fighting additional enemies. There is a tease where the player can see the chest after completing the first room to prompt them to be on the look-out for an entrance to the area.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/cc3ac67a-5f5f-44b5-a74e-c4ffe4db5ba5/HighresScreenshot00005.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is the third major combat encounter. This area has large line of sight blockers that can give the enemies a chance to flank the player if they aren't paying attention.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/30cec028-e392-4f25-b397-72a27c3345b6/HighresScreenshot00006.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is a an area to house a boss or elite enemy for the area. If implemented into a full game with full mechanics this small area should be able to facilitate 5-10 minutes of gameplay.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/b8764905-463b-442a-b6d8-32647181e21e/Guy+Of+War+Map.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is the more precise map I've created with what I learned from seeing the space built out a bit in 3D and having more fleshed out mechanics to get a better idea of what feels best for this game. I'm going to be able to use this map to aid in creating a more detailed blockout in maya.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/f7bf61cd-d28f-49f4-a510-be520bb7deea/HighresScreenshot00007.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is the full layout of the map as constructed in Maya. As with the steps before it there are some changes that had to be made with the design throughout as I got a more accurate picture of how everything was coming together.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/d1c2db59-ae7c-44ae-b4bd-a07fa4b885dd/HighresScreenshot00008.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>Not much changed with the first combat area other than some slight adjustments to spacing between the platforms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/51e1005e-88d1-421a-8286-09e9d3bf4891/HighresScreenshot00009.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This optional room got a much more accurate representation that I had in mind with the shape of the obstacles to fight around.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/6f996f6c-9414-4849-bba2-6fd7b51d8ca4/HighresScreenshot00010.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>The second main combat room got more accurate curvature to match the intended landscape of the area.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/3d327a51-0cd3-43d4-864d-bd155f9a8e05/HighresScreenshot00011.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>The path from the first and second combat rooms similarly got more accurate curvature to represent the landscape.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/43bd1a7e-a276-4da0-8e02-8731c8fa7542/HighresScreenshot00012.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>The third combat area and boss area saw some of the most drastic changes with the maya pass. Both areas saw some size changes and the space between them got much bigger to make the space flow better.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/7f0735af-06c5-423c-9bca-e26a584c3bb6/HighresScreenshot00013.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This is the final version of the map polished out with art assets. The changes of the design at this point were mostly due to limitations of the asset packs used and choices made to make the Level look and flow better. A lot of time went into optimizing the level with the foliage used to make it run as smoothly as possible.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/299cfc40-6931-45b1-9d32-b8148bbff9a5/HighresScreenshot00014.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>The first combat room was largely unchanged. Though there were some additional considerations that had to be made to keep the design consistent while making the landscape and rocks look natural. The main consequence is that the walkways are slightly narrower than originally designed for.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/4f526aab-f523-4f03-8393-696cbf4177fd/HighresScreenshot00015.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>The optional room had a major change in that the obstacles had to be changed from having more structure to a moundish shape. The asset packs used didn't allow for accommodation of the original design, and to maintain the visual design of the area they had to be changed.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/6a8dfec1-6f33-4fd4-9bf3-e83610ee8a01/HighresScreenshot00016.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>This area was able to be carried through as originally intended with most of the additional considerations being with the visual design of the space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/33b263f6-e3c2-4a24-9d2e-564d67009fd4/HighresScreenshot00017.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>With the added foliage this space ended up being narrower than intended but the space still flows well with the gameplay.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/9a50355c-fd04-4cc9-b376-053443370694/HighresScreenshot00018.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>The boss area similar to the last area ended up being slightly narrower than intended but this also still flows correctly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/01a64689-e0cc-4880-9a15-0e3699b36484/HighresScreenshot00019.png</image:loc>
      <image:title>God of War Inspired Level - LD (Copy)</image:title>
      <image:caption>While design this area and considering the assets and materials I had available, I had made the decision to change the paths between areas to make them look eroded from flow of the lake uphill.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fabca56d3db9249c5deebfa/1737208c-1f6a-4f22-aafb-ee89c624c1f9/HighresScreenshot00020.png</image:loc>
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      <image:caption>There are several places on the map to either give a preview of where a chest might be that can be accessed later, or show a chest that was missed that can be backtracked to.</image:caption>
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      <image:title>Cult Level Blockmesh - LD (Copy)</image:title>
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      <image:title>Cult Level Blockmesh - LD (Copy)</image:title>
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      <image:title>Cult Level Blockmesh - LD (Copy)</image:title>
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      <image:title>Cult Level Blockmesh - LD (Copy)</image:title>
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      <image:title>Cult Level Blockmesh - LD (Copy)</image:title>
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      <image:title>Cult Level Blockmesh - LD (Copy)</image:title>
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      <image:title>Cult Level Blockmesh - LD (Copy)</image:title>
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