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    <lastmod>2024-04-05</lastmod>
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      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Image : Codex project (ENJMIN)</image:caption>
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      <image:caption>Image : Newmanity ®</image:caption>
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      <image:caption>Image : I Love Hue (Zut Games) - 2017</image:caption>
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      <image:caption>Image : Valley (Blue Isle Studio) - 2018</image:caption>
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      <image:caption>Legends (Bethesda) - 2016</image:caption>
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      <image:caption>Image : Lakewood Church</image:caption>
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      <image:caption>Image : Lifeline (3 minutes games) - 2015</image:caption>
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      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/de3e8dfa-d0c5-4f2c-aec0-dfff140479d8/Capture+d%27%C3%A9cran+2024-04-05+111913.png</image:loc>
      <image:title>Home page - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  </url>
  <url>
    <loc>https://www.yannismoulay.com/apprentice-branding</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-10</lastmod>
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      <image:title>Apprentice Branding</image:title>
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  <url>
    <loc>https://www.yannismoulay.com/apprentice-branding</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-10</lastmod>
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      <image:title>Apprentice Branding</image:title>
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  </url>
  <url>
    <loc>https://www.yannismoulay.com/codex</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-12-10</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542451786640-3H9TTL99MGHVMG0JX509/8PTSAp.jpg</image:loc>
      <image:title>Codex</image:title>
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      <image:title>Codex - Vision</image:title>
      <image:caption>Making an AR gamebook is an incredible exercice but can prove to be challenging. From the begining of the project, we were very clear of where we wanted to go. A book-based AR game. This was the begining of everything. We wanted the player to manipulate a tangible artefact embodied with a digital glitz, making a rather unique interactive gamebook. Discoveries of hidden secrets. With real paper pages hiding secrets revealed by their smartphone, we wanted the player to feel like an archeologist, digging up ancient mysteries about past tragedies. A deep universe. We built en entire civilization and wanted the player to dive into this carefully designed yet vibrant lost world.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538571188700-4C6GOGNXBP8Q7J36SZ6O/StandCodex.jpg</image:loc>
      <image:title>Codex - Codex in a nutshell</image:title>
      <image:caption>The purpose of the game is to understand a great mystery: what is this book ? What happened to its writers ? In order to do so, players can use a high-tech AR device (their smartphone) to decipher the book though various interaction, including scan, 3D manipulation or reveal of unreadable text. The answer to the mystery is fragmented, hidden through 5 different puzzles/chapters. Upon resolution of a puzzle, part of the truth is unfolded: each chapter is therefore a level itself. Therefore, The big puzzle is therefore the game itself, and only the player’s interpretation and actions can bring what is hidden back to light.</image:caption>
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      <image:title>Codex - Puzzle-related mecanics</image:title>
      <image:caption>Our game mecanics involved several scanning interactions 2D element reveal. Scanning an associated page can reveal a hidden symbol, or a specific code unlocking a reward. Wheel lock. Scanning a page with a wheel lock allows the player to interact with a digital version. They can open it using the right combination, found elsewhere. 3D element reveal. Scanning a drawing can project a 3D representation of an object in AR that can be rotated and manipulated. 3D scene reveal. Codex has several 3D scenes scattered in the book player can dive into to search for clues. They often are the strongest moment of the concerned level as also a rare reward, aesthetically and lorewise. 3D anamorphosis. An obstacle players need to face by moving their phone one the right perspective to recreate a symbol and go further.</image:caption>
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    <image:image>
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      <image:title>Codex - Designing the player's progression</image:title>
      <image:caption>Our game space was the book, a tangible object that can be opened at every page. Designing the player’s progression with this in mind was challenging, in addition with the fact that we didn’t have much control over the player’s action toward the book. Every digital feedback needed to involve AR, but we also wanted the player to be immerged in the book. The balance was delicate in keeping the attention of the players between the two devices, while not let them loose in the experience without knowing what they had to do. To help the players, we separated the level/puzzles with blank pages and differents frame aesthetics so it could be recognizable. Inside the puzzles, every pages was recognized by our AR software, and we designed our narrative structure in accordance with the fact that any pages could be opened independently.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542448534818-F5I5C3DDRV8QS6QT38V4/sketch_ville.png</image:loc>
      <image:title>Codex - Worldbuilding and lore</image:title>
      <image:caption>For Codew, we wanted a coherent and meaningfull universe based around words, paper and ink in a damp and confined cave-dwelled city. Our religious system is based upon the figure of the Triple-God, all-powerfull figure represented by the opening of a book, the writing inside and the closure of it, inspired by the greco-roman Fates and the hindi sound AUM. Our economical system is also based on words, for words are money. Therefore, the political system, strongly theological, is a cast system based on wealth and available words. The world of Codex is also strongly inspired by both the cave-dwelled city of Petra, as well as the library of Alexandria. Our fictionnal language is even a mixture of amazigh, greek and finnish. We also thought of their fashion style, cultural habits, architecture, ideal of beauty and aesthetics, supersitions, traditions … to make this world as believable as possible.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539688728143-T8QG508CBVQ13LH4R5QH/Three_gods+%282%29.jpg</image:loc>
      <image:title>Codex - Our narrative structure</image:title>
      <image:caption>Because our lore was so big, we didn’t want to exhaust the player with an cognitive overload. Therefore, I choose for our book to be an non-linear text corpus with lots of different authors, themes and perspectives, instead of a linear story. I fragmented our content into separate texts, drawings, 3D scenes and 3D objects that can be accessed on every page. This way, the player was able to access them in every order, and make the links between different points of interest to re-create the lore in their head. This is what we called our principle of suggestion. Codex’s immersion is based on imagination: imagination is strenghten by few and strikefull interactions, and those points of interests are carefully designed to be supported by the device performances.</image:caption>
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      <image:title>Codex - Writing the book</image:title>
      <image:caption>The book represents a lost corpus that was quickly binded after a catastrophe in order to keep the memory of a specific library, where every manuscript was kept. Therefore, it is full of different authors, perspectives and themes. I wrote every pages to be as singular as possible, giving glimpses of the past lives that are testimony of their time. Writing the 19 texts in english allowed me to mixing genre (religious texts, drama scripts, recipies, warrants, letters, poems …) as well as styles, to really give more granularity to the book and surprise the player-reader at every new text. They truly are the set of our game, serving both as immersive substance and clues to some puzzles. The book is also entirely handmade, printed on thick paper and thread-bound with japanese binding.</image:caption>
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      <image:title>Codex - Texte</image:title>
      <image:caption>Texte</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538571433187-QI0QS42MKFLBPYVR4BF0/image-asset.jpeg</image:loc>
      <image:title>Codex</image:title>
      <image:caption>Despite the fact that the experience is optimal with the real book, here is the link to the downloadable project. A walkthrough is also available. All 2D art is designed by Lisa Vigliola All 3D art is made by Thomas Luke Garcia</image:caption>
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      <image:title>Codex - Codex</image:title>
      <image:caption>lorem ipsum</image:caption>
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      <image:title>Codex - Texte</image:title>
      <image:caption>Texte</image:caption>
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  </url>
  <url>
    <loc>https://www.yannismoulay.com/cook-em-up</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-04-05</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538744066399-XW2HF6X8SDGC6R7PDSQB/cook.png</image:loc>
      <image:title>Cook'Em Up</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538743980758-8494152RC75O9A6D3IEB/cook.png</image:loc>
      <image:title>Cook'Em Up - Inspirations</image:title>
      <image:caption>Cook’em Up was part of the “Shoot’Em Up Workshop” organized by the CNAM-ENJMIN in 2017. The goal was to make a Shoot’Em Up with a little twist. After a wide brainstorm, I proposed the idea to transform the sharp, rectiline dynamic of classical Shoot’em up into something smoother, more circular and watery. Defeating ennemies by bending spheres, rather than firing shots. My main inspiration where the Expension Sphere mecanics of League of Legends’ champion Aurelion Sol, with his three damaging sphere of astral energy graviting toward him. I always found orbital movements satisfying and deeply wanted to use them in a game somehow and this was the perfect opportunity. Avatar The Last Airbender’s Waterbending was of course a very powerfull inspiration, with the idea of having to rely on an exterior source of damages and abilities. I also checked the circular movement of the Circle Sword in the 2017 mobile game The Swords, where the player can control the expension of a swirling circular weapon to block an ennemy’s sword. Those where the main references Cook’em Up was designed upon.</image:caption>
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      <image:title>Cook'Em Up - Cook'Em Up</image:title>
      <image:caption>Texte</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538734770327-W35740KX6AO6V3YZJ7RK/inspi.jpg</image:loc>
      <image:title>Cook'Em Up - Vision</image:title>
      <image:caption>Our graphic designers submitted the idea of having the game take place in a cooking pan, rather than the mystical tornado we initially thought of as an arena and everyone jumped enthousiastly on this idea. We based our vision of a fun and cute game, contrasting with a Die &amp; Retry tendancy, with a satisfying gameplay mecanic. We designed our ennemies accordingly: the corn moves in a circular path, spiting popcorn-bullets, the zucchini blocks the player and needs to loose all four tomatos to be defeated and the pepper breaks the circular pattern by charging in a very fast and rectiline way.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538572205876-RHD40T6HXHTLDWJEW36B/2SyTgr.jpg</image:loc>
      <image:title>Cook'Em Up - Game structure</image:title>
      <image:caption>In order to follow the kitchen theme, we thought of 5 different stages, and 20 levels in total. The main challenge was to design multiple levels that would be coherent to the circular central core of the game. So we went for a round arena, where ennemies could pop by surprise. Ennemies where by the way designed in accordance with this concept : -The Corn has a circular pathway and is able to shoot in a linear way. -The Pepper breaks this circularity by charging in a fast-rectiline way. -The Zucchini blocks the sphere of fat and the player. If the players defeat all 15 levels, they are to be on the online leaderboard with their associated score (in Kcal)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539681108928-0GXSJFO2LSNDWG6TPP5L/cooook.png</image:loc>
      <image:title>Cook'Em Up</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538572215088-OCTXMFEWPW3NMRQ9BJQO/HX4igy.png</image:loc>
      <image:title>Cook'Em Up</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539681152838-1MBVFGTQH759U0ZJ70YO/cookem.png</image:loc>
      <image:title>Cook'Em Up</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/and-the-stones-wept</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-11-17</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1544538825306-GA2T4L952F6MUR9ZN744/thomas-luke-garcia-atsw8.jpg</image:loc>
      <image:title>And The Stones Wept</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538575793703-ILC1UGBOGCZUDUF29RY1/level.jpg</image:loc>
      <image:title>And The Stones Wept - Game concept</image:title>
      <image:caption>And The Stone Wept uses the idea of infusing life in the underworld through Orpheus’ voice in order to solve environmental puzzles. We wanted to stay true with the Greek underworld authentic representation : a desolated land, where shadows of the deads wander endlessly without purpose or will. The game is devided into 3 main area : the Ruins (3 levels), the Gardens (2 levels) and the Temple (1 level). That’s where the player intervenes. They can gather partitions in the environment, unlocking songs, and then use those songs à la Zelda : Windwalker to activate different elements and advance further.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538677106702-T7L0OUM8O338BWIP6UN6/atsw3.png</image:loc>
      <image:title>And The Stones Wept - Partitions</image:title>
      <image:caption>Scattered around the game, partitions allow the player to learn new songs. They are often the highlights of a level, their discovery being a reward unlocking new areas after a certain series of action to perform. We also wanted to anchor them in a mythological context, each partition being related to a specific Greek figure.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539604847446-COYV09X8ARUESL91UWIS/atsw24.png</image:loc>
      <image:title>And The Stones Wept - Sheets &amp;amp; powers</image:title>
      <image:caption>Player is able to look at any unlocked songs by right-click. We designed several songs necessary to finish the game, usable on three different elements: Shadows -Inspiration can exalt shadows. Stroke with beauty, they stop roaming and can be used to activate door-opening pressure-plate. -Last Gasp desactivates the exalt state on shadows. They continue to wander on their pre-defined path. Trees -To Spring can make dead trees remember what it was to be blossoming. They attract nearby Shadows to them, that can be used to activate pressure-plate. -To Fall stops this effet. Statues -To Love makes the stone-statues weep. If the right statues are activated in a specific area, they can open a door. Great obstacles Three songs are related to specific obstacles locking a new area and can be usable only once. -To the Burden, represented with the figure of Sisyphus, can open a massive door allowing the player to proceed to the gardens. -To Thirst, related to Tantalus, can lower the level off a lake blocking the way to the Palace while -To Fear, Cerberus’ song, can open the Throne Room leading to the end of the game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539604631821-S90KNZ6RBQGGE7SZ59MC/atsw23.png</image:loc>
      <image:title>And The Stones Wept - Lyra mode</image:title>
      <image:caption>Once a player know the partition for a certain element, they can press the Lyra input. The camera centers on any activable nearby object and players needs to press the right arrow on their keyboard every time the central sphere hits the cords.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538575761751-TTQAOKY1RDKYWYK1C4RC/Level3.png</image:loc>
      <image:title>And The Stones Wept</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538655911198-7B03XR1AR3EQ8RM1SRTP/leveldesign.jpg</image:loc>
      <image:title>And The Stones Wept - Level design</image:title>
      <image:caption>With the 6 levels we designed, we have about 40 minutes of game duration in total. The first area, the Ruins (1, 2, 3), is solely based on the shadows mecanic. Players are blocked by fog-doors. In order to pass to the next level, they need to use their Inspiration songs on shadows to infuse them with life while the shadows are on trigger-plates. Difficulty increases with the different pattern of shadows patrols, the need to activate and desactivate them quickly and the understanding of the plates/doors corolation. The second area of the game, the Gardens, features the Cave (4) and the Outer Sanctuary (5). Trees make their apparition, with the ability to change shadow’s patrols if activated. The third area is the Temple (6), using all of the elements above plus weeping statues that needs to be activated in a certain order. Paintings on the walls are clues to understand the combination, and they need to use all that they learned from past levels to access to the final Throne Room.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538676178490-2XRRXXHHEKN81CGUYVMB/atsw2.png</image:loc>
      <image:title>And The Stones Wept</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538576145164-17K3QCHYJEY2EQ8ZQJCC/level4.png</image:loc>
      <image:title>And The Stones Wept</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/samsara</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538574531605-JJQKF9W9UGRX4EDZVMZK/dooooooooooooooooooom.png</image:loc>
      <image:title>Doom Builder: Samsâra</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539606677188-SJI36SO061NGXTH9LCCU/A_step_well_at_Hampi_Hindu_temple_sight_architecture_and_culture.jpg</image:loc>
      <image:title>Doom Builder: Samsâra - The project's core inspiration</image:title>
      <image:caption>Indian stepwells, as the one above photographed by Weldon Kennedy, was a primary inspiration for Doom : Samsâra, which I like to think as a tribute for those wonders. I wanted to work on an existing architectural reference to add more depth and richness to the project, but also to have the opportunity to learn more about those vanishing work of art that are centuries old.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/5bb4b05a9b7d154602db9874/5bb4bdf00d92977697f65d45/5bb4c1fd104c7b40147b5d54/1538572797748/</image:loc>
      <image:title>Doom Builder: Samsâra</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538572801259-PN2BRRPWF0YQ21U8YIK6/dooooooooooooooooooom.png</image:loc>
      <image:title>Doom Builder: Samsâra - The level</image:title>
      <image:caption>The player incarnate a fighter going inside an tortuous sanctuary, now entirely corrupted. They need to beat zombies and monsters, find magical oppening-door skulls and survive trough a difficult boss-battle fight to enter the most sacred part of the sanctuary.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538573494482-LJDL7KWGXRWAWOG0PR9P/dooooooooooooooooooom1.png</image:loc>
      <image:title>Doom Builder: Samsâra - How did I use the stepwells</image:title>
      <image:caption>In addition of being architectural treasures, Indian stepwells’s stairs have an incredible aesthetic and gameplay potential in level design: they allow a certain type of verticality supported by a relatively rigid engine, have a labyrinthic touch and naturally highlights what’s at the center. For this level, I filled the stepwell with low-resistance ennemies and have the opportunity for the player to get a gatling weapon. While shooting from a high-ground floor, the player needed to be carefull at fireballs thrown at them. Once the gatling is empty, the player needs to navigate through the stairs to finish off the last ennemies with a shotgun previously unlocked.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538573561023-QJX1XIBZ38Y3RQRRXYSS/dooooooooooooooooooom2.png</image:loc>
      <image:title>Doom Builder: Samsâra - The Mandalas</image:title>
      <image:caption>With the Indian stepwells inspiration, I wanted to add even more flavour to this level and decided to go for mandalas. Mandalas of course have an aesthetic purpose but they also act as landmarks for the player to orient themselve in a complex architecture. Intitiating a language between the game and the player, they also indicate a certain level of intensity, every room with a mandala announcing a relatively tough fight ahead for the player.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539705347096-WB6HRDO7E2ZES6N2TY2S/samsara.png</image:loc>
      <image:title>Doom Builder: Samsâra</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/drowned</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538576595828-6IZIFDD1IF7SDT9594C9/drowned.png</image:loc>
      <image:title>Drowned - A horror game with a gun</image:title>
      <image:caption>We wanted to make a horror game taking place in the abyss, using the primal human fear of not knowing what is hiding in the deepest waters. Creatures are hunting, but are blind and don’t hear you if you don’t move. Having a gun is usually counter-intuitive when thinking about a horror-game but as the flashgun can stun the monsters in the level, every shot gathers more other creature. They also have a cooldown, and blinds the player for a few seconds, hiding potential additional dangers. Therefore, the player’s weapon can indeed save their life in a short-term gameloop, but they better be prepared for an exponential rush of adrenaline in a long-term perspective.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538576595828-6IZIFDD1IF7SDT9594C9/drowned.png</image:loc>
      <image:title>Drowned - A horror game with a gun</image:title>
      <image:caption>We wanted to make a horror game taking place in the abyss, using the primal human fear of not knowing what is hiding in the deepest waters. Creatures are hunting, but are blind and don’t hear you if you don’t move. Having a gun is usually counter-intuitive when thinking about a horror-game but as the flashgun can stun the monsters in the level, every shot gathers more other creature. They also have a cooldown, and blinds the player for a few seconds, hiding potential additional dangers. Therefore, the player’s weapon can indeed save their life in a short-term gameloop, but they better be prepared for an exponential rush of adrenaline in a long-term perspective.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538576548658-8CMOEKQLGS71UC9I7GBY/drowwww.jpg</image:loc>
      <image:title>Drowned - Playing with surprise</image:title>
      <image:caption>Because the player is armed and every shot costly, I wanted to play on surprise to force the player’s shooting-reflexe: the map is narrow, with multiple bends, and decieving seaweeds bushs. The only thing to do is stop moving if a monster comes too close: obviously, this is countradictory with the FPS’ camera and weapon holding, and this point of tension is the core element of the game’s level design.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538576490537-GW1WPK7HPYAG5VXUQUJC/drwond.png</image:loc>
      <image:title>Drowned</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/pykt</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-12-10</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539680073963-G8D105PU99P8O0UXPCEA/16486946_650477695136396_900609176767389680_o.jpg</image:loc>
      <image:title>PYKT</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539679963697-6S6DQAY4HA3YY8HS4GF8/pykt.png</image:loc>
      <image:title>PYKT - A poetic game-tale</image:title>
      <image:caption>PYKT was born out of our group’s intentions to make a poetic game on loss and separation driven by gameplay. Thus we had two main concept cores: Friendship. We wanted strong, easily identifiable characters and decided to use simple geometric forms set up in an enchanted forest that needs to cooperate in order to advance. Loss. The key element of the game is loosing members of the group as the story goes on, and the need to overcome challenges that would have been easy if they were still here. As PYKT is a game, it is also a tale and a metaphor on relationships and separation that we wanted to be sensed through gameplay.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539677909767-MKQHB3FYD1XB6JGPWEST/pykt1.png</image:loc>
      <image:title>PYKT</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539678131345-A79N8EP4QDBI12AVBRI4/pykt2.png</image:loc>
      <image:title>PYKT - A gameplay-driven story</image:title>
      <image:caption>Because the game was a linear plateformer , I was able to use pixels to formalize our small group’s discussions to have a global perspective. We worked on 5 separated parts, each one with their own set of characters: Union (1 - 3) 1) A tutorial with Circle, teaching the player how to move, jump and use the Light power. 2) A second part with Circle and Square, where the player can learn to use Square’s Plateform power to jump on his body. 3) The third part features all three characters climbing a big tree. The player needs to combine all power to succeed, but Triangle becomes corrupted at the end and attacks his comrades, making them fall. Separation (4 - 5) 4) The corruption of Triangle makes Square and Circle more vulnerable. They have to adapt without him, with more and more darkness to face, needing more reflexion than brutal force to overcome. 5) Square finds the perfect place to ground himself and leaves the group. Circle is alone, and needs to adapt with an increased difficulty by himself. At the end of a very tough level, he’s at the gates of despair when he regains hope as he sees the round moon behind the trees and shine as bright as ever.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538677377204-9OIN26M2SPGK0GM211PE/16486946_650477695136396_900609176767389680_o.jpg</image:loc>
      <image:title>PYKT - Level's progression</image:title>
      <image:caption>The level design follows the emotional valence of the game : as we thrive with the three characters, we go up, but as we loose them and the game’s mood becomes more dark, we go deeper down in the forest through falls and accidental slides.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/beathim</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-19</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1544038795607-BYH94F5V2B65NQ28SWPB/Sans%2Btitre.png</image:loc>
      <image:title>Beat Him!</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542451458583-NICLPR1Q7B0BJQ7H1JYX/bh3.png</image:loc>
      <image:title>Beat Him!</image:title>
      <image:caption>For BeatHim!, we wanted to focus on the multicultural aspect of the Babel Tower myth. Therefore we designed 4 levels of 4 parts each, each one representing 4 main cultures/historical eras : -The Assyrian Golden Age -The Mayan Civilization -The Italian Renaissance (Milan/Florence/Venice) -Contemporary Korea Each level has specific graphical and sound identity, as well as a particular melodic theme and custom symbols. Every time the player finishes a sub-level, a new floor is built, and they can go on to the next one.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542455408263-9LU0C2WA8L8W16B50X49/beat3.png</image:loc>
      <image:title>Beat Him!</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539759045609-1QL46TO1BE2709N80TA2/Sans+titre.png</image:loc>
      <image:title>Beat Him! - Designing the patterns</image:title>
      <image:caption>I was in charge with the level design and I first proceeded by listening to the tracks designed by the Sound designer of the team. I first worked on paper, just to have a brief idea of the general patterns and how the player’s progression and difficulty could look like, tweaking the notes as the final version became more precise.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542455902130-YF78JLXSLFXJYCPNY3I3/image0.jpg</image:loc>
      <image:title>Beat Him!</image:title>
      <image:caption>When the 15 levels were done on paper, I was able to work on a custom level design tool on Unity made by our programmer. Each time I pressed a corresponding input, a specific note was falling from a generator. Therefore, it was possible to lauch the music in Unity and build an entire level sheet by reproducing my paper-made patterns in Unity in rhythm with the real music, just as if I was ‘playing’ the game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542452034361-0MLDYWLZ7FMYM16XKYA0/unknown.png</image:loc>
      <image:title>Beat Him!</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542452010896-BZKGKIGXOVZDEYF6KLBR/beat.png</image:loc>
      <image:title>Beat Him!</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539592567651-VLL4NUEKVRPSESJHEG92/bh3.png</image:loc>
      <image:title>Beat Him!</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542451951287-X7W21J92MLRBBGFLUXMO/beat1.png</image:loc>
      <image:title>Beat Him!</image:title>
      <image:caption>At the end of the track (~15sec), an entire sheet was made, corresponding to a specific level, and we could use this prefab in the game so it would be replaced with the indications the player would use to reproduce what I first made by hand.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/5bb4b05a9b7d154602db9874/5bb5d940a4222fed500901f0/5bb62c0ae2c483c790cbb08e/1538665482506/</image:loc>
      <image:title>Beat Him!</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542454488362-29JPZN0EGIVSZGS8BGPA/beat2.png</image:loc>
      <image:title>Beat Him!</image:title>
      <image:caption>The more the player keeps the rhythm, the more floors they can build, the more points they get as they come closer to the monotheistic God, and their victory.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1542454612885-4ULQ3M7MMUBKF0WNJ7RT/bh1.png</image:loc>
      <image:title>Beat Him!</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539592569990-W0WMSU2K7DL3WPM63DHK/bh1.png</image:loc>
      <image:title>Beat Him!</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/yskin</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539680279275-9U9ZB6UXBM9PGM7VM5PM/iksin.png</image:loc>
      <image:title>Yksin - The concept of the game</image:title>
      <image:caption>This was my first experience using Unreal Engine. I decided to imagine a pacific infiltration game where the player needs to avoid will-o-wisps that constitutes the only sources of light available and conceived a game level prototype based on this idea.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1539680279275-9U9ZB6UXBM9PGM7VM5PM/iksin.png</image:loc>
      <image:title>Yksin - The concept of the game</image:title>
      <image:caption>This was my first experience using Unreal Engine. I decided to imagine a pacific infiltration game where the player needs to avoid will-o-wisps that constitutes the only sources of light available and conceived a game level prototype based on this idea.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1538676039492-RNO31E4WR9C9164U7RM8/iksin.png</image:loc>
      <image:title>Yksin</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/attuned</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-04-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556181359406-2WXH781F1IZ43NZ5ZWBH/Sans%2Btitre.jpg</image:loc>
      <image:title>Attuned</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556180228337-4ISHPZ7P5GP5NSE55HZP/image-asset.jpeg</image:loc>
      <image:title>Attuned - Full walkthrough</image:title>
      <image:caption>Attuned was the pitch I proposed to the students and teachers at my second year at the ENJMIN of Angoulême. After it was selected among others to be one of this year’s end project, a team of nine was created and we worked together for four month in order to make a real game out of the pitch. It took the form of a vertical slice, blending exploration and platforming, you are a forsaken priest able to harmonize your inner frequencies with the elements you touch, which enables you to gain new powers. Gameplay-wise, your movements and actions depends on the type of terrain you’re in contact with. Walking upon Rock allows you to dash and destroy elements, while standing upon Sand allows you to jump much higher. Please enjoy the full walkthrough of the game in the latter video.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556182414275-X8HTT8QYSWMBYZDL8N09/sdf.png</image:loc>
      <image:title>Attuned - A spiritual discourse on eternal life ... on U.E. 4</image:title>
      <image:caption>You imbody an forsaken priest, trying to connect with her deeper self and the world around her as she constantly attunes with the environement around her. Her quest is both a spiritual and a personal one, as she tries to attune herself with the wind. We developped the game on Unreal Engine 4.21, aiming toward the daredevil profiles, the explorers enthusiasts and the elementalist daydreamers, eager to provide an experience fulfilling the element-bending fantasies of our potential players.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556182517586-6YCZWV1FZQAT86N42G45/Detail_Imm_223.jpg</image:loc>
      <image:title>Attuned - 'In a dead world, inspire movement'</image:title>
      <image:caption>The experience of Attuned stands between exploration and plateforming, as we try to keep the balance between viscerality and awe. This ongoing end-school project stands upon three main intentions : -A primal connection with the environement -A movement-driven gameplay and story -A spiritual speech toward eternal life</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556182308101-SH2ER588VFLYVD4PY0P7/Sans+titre.png</image:loc>
      <image:title>Attuned</image:title>
      <image:caption>Because we basically need a ‘new’ set of camera, controls and characters for each terrains, those elements where paramount. It was like creating four games in one. We however were focused to keep the idea of an substractive design guideline, developping the primal core of the game and the full potential of the terrain mechanic in order to keep a experience that is elegant and simple.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1544800486514-4TVYBHTYMAMQ9JPL86J7/actionblocks.png</image:loc>
      <image:title>Attuned</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1544799891661-205DDFINDSC0ZS8VB09O/actionblocks.png</image:loc>
      <image:title>Attuned - Actions blocks</image:title>
      <image:caption>We built our final level design upon the iteration and test of atomic situations reuniting our terrain features, allowing us to select the most strikefull. The image above represents a scene in U.E. 4. where we started greyblocking atomic situations related to the water terrain. This way, we are able to have a heuristic approach in our design perspective.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556182767534-B9WYK0QVICDU5TGZLKKC/pillars.png</image:loc>
      <image:title>Attuned - Level design creative process</image:title>
      <image:caption>In order to make Attuned the best experience possible, we defined two main emotional pillars (Sense please and Discovery) that united what we wanted the player to feel in our game. We then subdivised them into atomic elements related to spaces carrying our intentions.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556182771969-C6Z4DUVCB76QC4Z2UNI3/nodes.png</image:loc>
      <image:title>Attuned</image:title>
      <image:caption>In parallel, we decided that we wanted a certain level structure, which was abstracted in a nodular graph and served as the base of our level design process.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556182777711-P0L9CH34I5UTP8H1B8JW/nodespillars.png</image:loc>
      <image:title>Attuned</image:title>
      <image:caption>We then blended the key-elements with the structure in order to make sure our experience was balanced and that the emotions we wanted to share with the player were embodied in the very spaces we then build. With a clear mind and a powerfull vision, we were able to gain a huge amount of time, knowing precisely what we wanted to achieve with our work.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556183326114-SDKIOG9E8M3NFDYSKL3X/rational.png</image:loc>
      <image:title>Attuned - Rationality</image:title>
      <image:caption>We also went rational. To construct our playground and because we wanted each area of the zone to be unique, we rationalized our gameplay and environmental elements and then reassemble together in a rational perspective.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556182539277-4UL886PC4ITPUXCE58A0/unknown.png</image:loc>
      <image:title>Attuned</image:title>
      <image:caption>Greyblocking was then possible and we carefully executed our vision in engine, iterating and playtesting in parallel to aim at the better result possible.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556183526728-PTTDQ55OOXWFEGZ4FT63/final.png</image:loc>
      <image:title>Attuned</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556183660467-QO1WT47YZ3352C0H397P/final2.png</image:loc>
      <image:title>Attuned</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556183664422-IMTFDGBWYN4JIAQ4E0KR/final3.png</image:loc>
      <image:title>Attuned</image:title>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/5bb4b05a9b7d154602db9874/5c0791a04d7a9c7cf53329ca/5c44596540ec9a88e4bb04a3/1556183223804/</image:loc>
      <image:title>Attuned - Final presentation</image:title>
      <image:caption>In order to have more informations about the project, please enjoy the final presentation of our project (ENJMIN - February 22 of 2019) I made alongside my team-mate Thomas.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1556181225643-QFS0P7AV3OGLJSEPIQYU/image-asset.jpeg</image:loc>
      <image:title>Attuned - Trailer</image:title>
      <image:caption>Please enjoy our final trailer in order to dive deeper into the world we built.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/new-gallery-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2023-01-17</lastmod>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/mariorabbidssparksofhope</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-13</lastmod>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/worldbuilding-advisor-20192020</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-13</lastmod>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/contact</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-15</lastmod>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/about</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-15</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/16885ec4-b765-4e03-8b01-7aaad57d65f6/Capture+d%27%C3%A9cran+2024-03-13+122936.jpg</image:loc>
      <image:title>About</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/penserlivreespacejeu</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-20</lastmod>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/combat</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/2a2f737a-db6a-40a1-89ed-b3d739b5b71a/NSwitch_MarioAndRabbidsSparksOfHope_03.jpg</image:loc>
      <image:title>Level design : Combat - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/7a3aa47c-76a4-46de-9d6e-896048d49a63/MRSOH_Darkmess_in_the_Cauldron.png</image:loc>
      <image:title>Level design : Combat - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/0cc9c6b6-39cc-454f-b5a0-dfd5ec11d289/Battle_Oni.PNG</image:loc>
      <image:title>Level design : Combat</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/5e5e25c5-5d23-4c36-89eb-90ab189bb183/Battle_WhiteMage.PNG</image:loc>
      <image:title>Level design : Combat - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/ff29934a-af2e-4fff-b27c-5c11503003f8/Battle_MetalGoomba.PNG</image:loc>
      <image:title>Level design : Combat - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/de0645fe-fa07-4ef5-9c0a-43ba9d6259ad/Battle_QueenHearts.PNG</image:loc>
      <image:title>Level design : Combat - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/b5d0f80c-9b80-4790-a088-1aa89445dca0/MRSOH_Hold_That_Train%21_start.png</image:loc>
      <image:title>Level design : Combat - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/cafafd98-dc61-44cf-9b6f-0870eae53ced/Battle_TrainEngineer.PNG</image:loc>
      <image:title>Level design : Combat - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/worldbuilding-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-20</lastmod>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/pirateset</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/5ab7f837-455b-4d4f-b8af-1f06af64d577/MRSOH_Pirate_Set.jpg</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Vista on arriving the set</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/f90a532d-1dd2-4885-8dde-6b20e55870a2/MRSOH_Pirate_Set_map.jpg</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Topview of the map</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/be4f107b-092c-40e3-a9a2-6b3acb6f3a11/MRSOH_Pirate_Set.jpg</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Front of the boat</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/baa946ea-067f-49b0-acaa-7a44364e243b/Capture+d%27%C3%A9cran+2024-03-21+112444.png</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/eb530de0-6568-4f68-bc62-ee5e8b3a572a/Pirate4.png</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Back view of the same areas, hiding LD ingredients</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1c7cd123-6700-4596-88a1-52dade6926b9/Capture+d%27%C3%A9cran+2024-03-21+111528.png</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/515260d7-7900-42d3-85e4-4a91aeed8238/Capture+d%27%C3%A9cran+2024-03-20+164425.png</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Small puzzle with a fixed camera to break familiarity (south-west)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/8abd76f2-78d5-4e74-a50b-63016e9a9d46/Pirate5.png</image:loc>
      <image:title>Exploration : Pirate set</image:title>
      <image:caption>Vista of a puzzle area (south-east) from the heightest point (north-west)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/fe9cb759-deb3-4c0f-a553-4c6f53482716/Capture+d%27%C3%A9cran+2024-03-21+113307.png</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Navigation path hidden behind tentacles (north-east)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/8996538c-088d-4883-bc7f-c104ee5b138f/Capture+d%27%C3%A9cran+2024-03-21+114249.png</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Path (north-west) with enemies where player bounce towards the fake clouds (hightest point)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/321696a4-2c02-4883-8875-d74066c9583b/claudio-quatela-pirate-03.jpg</image:loc>
      <image:title>Exploration : Pirate set - Make it stand out</image:title>
      <image:caption>Example of puzzle in the south eastern part</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/floodedruins</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/ae7d679e-7fac-44ad-b93f-580fe26c43c1/Melodic_Gardens.jpg</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Arrival on the Melodic Gardens (Jungle)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/53eef54c-fd0c-45a2-86c5-c15452e5588b/Capture+d%27%C3%A9cran+2024-03-21+155908.jpg</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>View of the water-filled area</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/2ae959ff-90ee-4356-bd44-80fed400d9fb/opensea1.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>The Flooded Ruins</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/ea3bfe3c-ddef-42ba-bba0-69c91763435d/Capture+d%27%C3%A9cran+2024-03-21+155951.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Core intention : Design a space centered around boat &amp; land navigation</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/a39fbcaa-b8e6-49e2-a410-5779e1c041da/Capture+d%27%C3%A9cran+2024-03-21+160206.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Main objective : Destroyed the three cages holding the musical animals</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/63263d02-9cd9-4c14-b60b-aa5891b7c426/Capture+d%27%C3%A9cran+2024-03-23+101251.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Flooded Ruins Map</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/4bf512f9-68c8-4c1c-a5f9-aa7685c72656/Capture+d%27%C3%A9cran+2024-03-21+160225.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>View on arriving to the Flooded Ruins with the landmark indicating the central island</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/242e5d3f-071d-41d7-8d92-a2cbc2547e56/opensea.PNG</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Other side of the hub from the rocky peaks</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/59222e0e-ae14-4c78-976e-08cc1550c9a5/qing-liang-sun-6.jpg</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>View of the labyrinth, courtesy of my level artist colleague Sun Qing Liang</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/d7a9af71-0c0e-467b-8a6b-9870bf424466/labyrinth1.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Entrance to the labyrinth</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/87fdbf79-0426-4d3b-b5d5-6fed4f811f75/labyrinth4.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>A two-floors based labyrinth centered around rising walls</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/0cf3499b-0cb2-4a75-8bfb-d9710fb9d3bd/labyrinth2.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Rising walls : Unpredictable obstacles when down</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/ca3f9689-1372-47ff-b4ac-397797c8a783/lab.PNG</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Rising walls : Unpredictable bridges when up</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/23cd8c22-984e-4f83-9f2f-7cb6903a8297/canon.jpg</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>View of the rock peaks, courtesy of my level artist colleague Sun Qing Liang</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/c9960e8d-aad3-406b-98c8-9bc212835fc7/canon4.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Central part of the rocky peaks</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/c98fd082-bdab-4845-bfbf-229bfe8ac371/canon6.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Cannons &amp; verticality</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1be2674b-4264-4de2-b410-d6ec1ae0fe72/canon3.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Example of other navigation ingredients weaved into the cannon-centric design</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/b26c3c99-ec72-41ff-8dc8-086e42c4a6ce/canon2.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Hightened views allowing for vistas</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/52c3fcce-b1a9-488f-bfa5-a87e478cd58a/qing-liang-sun-f+%281%29.jpg</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Down the vista</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/dee1da73-bac2-44ac-8613-5ca6db1235fb/West1.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Melodic plants necessary to progress are locked by barriers needing a key</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/6cec59ef-0e90-47da-b9cb-9b56b786733e/west2.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Players look for invisible items using their related ability</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/071a4658-54a5-40e7-a7c3-27775b873198/Empty.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Leading them to an apparently empty island …that hides many invisible ingredients</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/5ddd17cc-21fa-4fc6-a160-9a460be37d53/west3.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/d55fea86-caa3-4b20-91eb-a7bac069fcd3/Scan.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/28bf087f-2bbe-4ce9-ad43-f04e7a06a8bc/Capture+d%27%C3%A9cran+2024-03-21+160047.png</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Implementation of puzzles realized in dojo by another LD</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/e9dcded1-b502-408a-b091-8eebf9bf9a27/MRSOH_Music_Jungle_map.jpg</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Supervision &amp; iteration of the first, linear area of the world</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/cc855976-61dd-4c02-9939-a12d3f269329/dory.PNG</image:loc>
      <image:title>Exploration : Flooded Ruins - Make it stand out</image:title>
      <image:caption>Collaborative blockout for the final area.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/exploration-terra-flora</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/965a6983-42bd-4c2c-b4e4-d0d4439b9929/NSwitch_MarioAndRabbidsSparksOfHope_06.jpg</image:loc>
      <image:title>Exploration : Terra Flora</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/94b0d22b-e790-4568-aada-d556de351bb1/alberto-viapiano-m-r-soh-terraflora-01.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Image credit : Alberto Viapiano (Senior level artist) with whom I worked in close relation for the dressing of the world.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/c0638204-a867-4444-9380-2395f5b28ed0/train2.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Dried up Everbloom tree and Wiggler train</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/f1d24a70-f6e7-40b2-a8c2-b303c8d6bfd5/volcano2.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>The water volcano (Mt. Sprout)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/195b1733-a6e3-4d05-983f-57575ca2f088/springexterior.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Papermap in conception &amp; final map implemented by UI designers in the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/43266a72-294f-418b-993a-760231bcf5c9/MapSpringExterior.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/95c3d5ef-1592-4493-83bc-090074f89567/NSwitch_MarioAndRabbidsSparksOfHope_06.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Marketing image - Courtesy of Ubisoft</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/faa81caa-3ded-4927-8903-c7c14b63cbc2/michele-garzia-terraflora-06.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/0cb90721-4cb3-4687-ab25-a739d17dee59/alberto-viapiano-m-r-soh-terraflora-03.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Image credit : Alberto Viapiano (Senior level artist)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/cf6e90a0-75a0-4e8a-bd44-e2c93fee1b9f/MapTree.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/cfd7b8aa-516c-4139-9255-7be4be54160f/Tree5.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/4bb57f59-63b0-477a-9b19-1a798ebab5b5/tree3.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/fb02149b-903f-4333-84c0-fad3c5f43093/tree6.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/71fe8f47-49e6-4701-8f96-5e350280c58b/federico-andolfo-v9.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Image credit : Federico Andolflo (Senior level artist) with whom I also worked in close relation for the dressing of the Volcano</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/a5cdcbd0-4f46-48ba-b228-1c5bc1f34969/federico-andolfo-v1.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Example of puzzle using these strange vines and bridges</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/d5b3fc63-e405-426f-a4fe-e460091c903b/federico-andolfo-v12.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/464e06db-aa53-4d7d-be25-ba7ecd19dd69/federico-andolfo-v10.jpg</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/bc96f060-4ff1-4687-b8db-ff62e14c3f2c/MapSpring.png</image:loc>
      <image:title>Exploration : Terra Flora - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.yannismoulay.com/level-design-extras</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-29</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/3c550d84-e45c-469d-8fef-79013963e9f2/michele-garzia-beacon-beach-01.jpg</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/88639000-112f-4c1d-870c-5f5bea4649c2/diego-silva-bb-04.jpg</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/af75f173-f26c-4fcf-98cc-2a00a89462cc/tommaso-brambilla-s06.jpg</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/ecc5a8d8-d3a0-413e-9a27-f6c2ba0366f0/alberto-viapiano-m-r-soh-beaconbeach-03.jpg</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/42c27690-5958-43f7-b3cc-89bc8231ab93/2022101217370000-AFECD2B75C1EBAE990644122267931F0-1024x576.jpg</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/d3cbe50b-27fa-4738-b08d-5495f61f5e37/Sunrise_Temple_map.png</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/efb94e72-03f9-48c5-972a-0751e1aef6cb/qing-liang-sun-autumn-village03.jpg</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/e3daa922-4b4c-4f0e-b68e-7d8833f8c973/qing-liang-sun-autumn05.jpg</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5bb4b05a9b7d154602db9874/1710510671038-9MQ04NP6K0AEHF74CUOI/Capture+d%27%C3%A9cran+2024-03-15+145029.png</image:loc>
      <image:title>Level design : extras - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
  </url>
</urlset>

