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    <loc>https://www.dodginjam.co.uk/procedural-generation-blog</loc>
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    <lastmod>2026-01-31</lastmod>
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    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-log-11-furthering-procedural-content-research-post-project</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
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      <image:title>Procedural Generation Blog - Development Log 11 - Furthering Procedural Content Research Post-Project - Make it stand out</image:title>
      <image:caption>Figure 1: Screenshot of Unity Inspector settings for the A-Star search algorithm (DodginJam, 2024) 6</image:caption>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-log-10-final-cumulation-of-implemented-procedural-algorithms-and-ui-development</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/075f0b7a-8a66-42de-8c45-6eaab87d05ec/10Week_UI_Terrain.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 10 - Final Cumulation of Implemented Procedural Algorithms and UI Development - Make it stand out</image:title>
      <image:caption>Figure One: UI display with functionality for terrain manipulation.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/a2ccbf3d-9084-4166-b999-91e931d1d579/10Week_UI_IK.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 10 - Final Cumulation of Implemented Procedural Algorithms and UI Development - Make it stand out</image:title>
      <image:caption>Figure Two: UI display with functionality for IK walking.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/fc114e79-d047-40ad-ae3b-8a157f6ef4a8/10Week_UI_Final.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 10 - Final Cumulation of Implemented Procedural Algorithms and UI Development - Make it stand out</image:title>
      <image:caption>Figure 3: Final Main Game Menu Screen</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/e67a8f7c-e381-476b-bcda-24e24b9611ab/10Week_Final_Outcome_Examples.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 10 - Final Cumulation of Implemented Procedural Algorithms and UI Development - Make it stand out</image:title>
      <image:caption>Figure 4: Project outcome screenshots.</image:caption>
    </image:image>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-log-9-building-an-inverse-kinematics-walker</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/edb596be-635a-4851-9112-0851241c0202/09Week_IKTransformVisualisation.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 9 - Building An Inverse Kinematics Walker - Make it stand out</image:title>
      <image:caption>Figure 1: Highlights of the transform compoenets used to manipulate the mesh.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/9d40e9f4-cbd7-42bf-8b5a-e29ec3a3fabe/09Week_Projection_Visual.gif</image:loc>
      <image:title>Procedural Generation Blog - Development Log 9 - Building An Inverse Kinematics Walker - Make it stand out</image:title>
      <image:caption>Figure 2: Demonstration of the ray casted prediction targets determining the next location for the end effector targets.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/0072e95f-b466-4ceb-b886-32f96ac57db4/09Week_IKStructure_Hierarachy.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 9 - Building An Inverse Kinematics Walker - Make it stand out</image:title>
      <image:caption>Figure 3: Hierarchy structure of the walker. Top parent contains just input parsing script. The Target components, where the end effectors position themselves too, are not parented under the Spiderbody unlike everything else, to ensure adhesion to the ground.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-log-8-colour-gradient-and-fractal-perlin-noise-implementation</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/f3f42109-2892-4b0a-b3e0-72888dd87a2a/08Week_ColourGeneration.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 1: GenerateColour method returns an array of colours based on the gradient passed in. Float argument is the maximum height possible on the mesh, allowing normalisation of the colour projection based on mesh height.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/28894d55-c71b-4c1e-8dc5-79745006ebf7/08Week_ColourGradient.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 2: Showcase of gradient colours on mesh.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/66e7e69f-2eb4-468f-bfc4-eafa984ce8e5/08Week_LiveUpdateTerrainManager.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 3: Coroutine runs upon Start of TerrainManager script – creates a copy of the TerrainInformation variable and stores it for a timeframe. Then compares this “old” copy’s values with the current TerrainInformation value – any changes of compared values result in a deletion of old meshes, and new set of Meshes generated.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/6ed2d1e0-9113-4c55-9fbb-ad0aea4f7d42/08Week_Static_List.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 4: Static List of GameObject containing generated Terrain Meshes.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/bfe136a0-74fe-4c29-a5be-5d6f2c8755c3/08Week_OctaveLoop_CalculateTotalHeight.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 4: Code snippet demonstrating looping through Octave layers and calculating total height value for each layer.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1bd7d9fb-8f1e-4199-9878-d780b0e9c99a/08Week_Height_vale_curve_evaluation.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 5: Normalisation of the final height value before multiplication by the desired height limit - also demonstrates evaluation via animation curve and lerping for normalised height values on the vertices.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/fc61d722-7f28-4712-ab8e-95f6d62c53a1/08Week_AnimationCurve_Test.gif</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 7: Example of animation curve effects on height values.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/9bbe50e6-92ba-42ca-9aa2-aa1a8af45cdb/08Week_PreAndPostSeamFix.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 8: Example of seams before fix and post-fix.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/0193a7e7-1b82-49f8-9707-8dbf12a084a8/08Week_PerlinOffsetFix.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 9A: First snippet of fix for seaming issue.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/66630a30-b655-46e6-bbc5-1cbe286ba07b/08Week_TotalHeightLevelsEstimate.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 8 - Colour Gradient and Fractal Perlin Noise Implementation - Make it stand out</image:title>
      <image:caption>Figure 9B: Second snippet of fix for seaming issue.</image:caption>
    </image:image>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-log-7-multiple-terrain-handling</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/0351f4c3-1594-44be-888d-5a50b5b43846/07Week_TerrainInformation.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 7 - Multiple Terrain Handling - Make it stand out</image:title>
      <image:caption>Figure 1: The Terrain Information's class and its constructor for passing in new input parameters to its properties.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/c582b3c4-a5c6-4e8f-9fb9-53a9eb3d4173/07Week_TerrainManager_NewTerrainObjects.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 7 - Multiple Terrain Handling - Make it stand out</image:title>
      <image:caption>Figure 2: TerrainManager’s method for the generation of local game objects which generate their own meshes via attached TerrainObject scripts.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/0afa6248-b9d2-4ff4-846a-ea52b2a100d9/07Week_TerrainManager_PositionalOffsets.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 7 - Multiple Terrain Handling - Make it stand out</image:title>
      <image:caption>Figure 3: TerrainManager‘s method for generating an array of positional offset data and Perlin offset data for inputting into newly generated TerrainObjects.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/ed0b2eef-dba2-4d78-ab31-099120650100/07Week_TerrainOutPut.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 7 - Multiple Terrain Handling - Make it stand out</image:title>
      <image:caption>Figure 4: Current Terrain Output - Tiled meshes</image:caption>
    </image:image>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-log-6-perlin-noise-and-implementation</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/4b2c55d6-d45b-43d6-bc2c-63d02b65cd00/06Week-InspectorTerrainChange.gif</image:loc>
      <image:title>Procedural Generation Blog - Development Log 6 - Perlin Noise and Implementation - Make it stand out</image:title>
      <image:caption>Figure 1: GIF demonstrating mesh grid size changes and height values displaying different colouration.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/b0e5de25-1e3f-445b-a1e1-1a0ee32bafdc/06Week+-+PerlinCoordCalc.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 6 - Perlin Noise and Implementation - Make it stand out</image:title>
      <image:caption>Figure 2: Code snippet demonstrating mesh height values calculated from X and Z coordinates of the meshes grid, normalised, then passed to PerlinNoise function.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/f455913a-a5d8-4536-af50-1cf8b19f9661/06Week+-+PerlinTexture.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 6 - Perlin Noise and Implementation - Make it stand out</image:title>
      <image:caption>Figure Three: Code snippet showing the implementation of applying colour based on height.</image:caption>
    </image:image>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-log-5-revisiting-terrain-generation-with-meshes</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/0e02a6d8-e0b5-4112-b1dc-ed7d409e3f86/05WeekInspector.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 5 -  Revisiting Terrain Generation with Meshes - Make it stand out</image:title>
      <image:caption>Figure 1: Screenshot of Inspector at current projects iteration - current input parameters for terrain. Added exposed properties for mesh colour, a smoothing Boolean and a material texture</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/886e33bf-8211-423b-a04d-ab1e686c9e86/05WeekLiveUpdateCoroutine.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 5 -  Revisiting Terrain Generation with Meshes - Make it stand out</image:title>
      <image:caption>Figure 2: Coroutine implemented for checking input values changed and allowing mesh regeneration.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/07867eef-424b-4388-b190-a18b5b03b285/05WeekHeightValues.gif</image:loc>
      <image:title>Procedural Generation Blog - Development Log 5 -  Revisiting Terrain Generation with Meshes - Make it stand out</image:title>
      <image:caption>Figure 3: Inconsistent height map values on regeneration.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/c18bd1db-a29b-4fea-ac38-8153574e5024/05WeekSmoothingDifference.png</image:loc>
      <image:title>Procedural Generation Blog - Development Log 5 -  Revisiting Terrain Generation with Meshes - Make it stand out</image:title>
      <image:caption>Figure 4: Smoothness demonstration - before and after.</image:caption>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-blog-4-appendix-a-procedural-storytelling-and-defining-good-procedural-content</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-blog-3-procedural-animations-and-inverse-kinematics</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
    <image:image>
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      <image:title>Procedural Generation Blog - Development Blog 3 - Procedural Animations and Inverse Kinematics - Make it stand out</image:title>
      <image:caption>Figure 1 – Image of the Unity Inspector for the script component Fast IK Fabric produced by Erdmann. 10</image:caption>
    </image:image>
    <image:image>
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      <image:title>Procedural Generation Blog - Development Blog 3 - Procedural Animations and Inverse Kinematics - Make it stand out</image:title>
      <image:caption>Figure 2 – Screenshot of Unity Project testing joint, highlighted in red the structure of the limb. 11</image:caption>
    </image:image>
    <image:image>
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      <image:title>Procedural Generation Blog - Development Blog 3 - Procedural Animations and Inverse Kinematics - Make it stand out</image:title>
      <image:caption>Figure 3 – GIF demonstration of Inverse Kinematics inactions using the Fast IK Fabric script. 12</image:caption>
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    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/development-blog-2-randomness-and-mesh-generation</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
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      <image:title>Procedural Generation Blog - Development Blog 2 - Randomness and Mesh Generation - 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/v1/68326aa386b4c822ed60268e/b9cf9d16-dd84-470f-97cb-cff52e8b5544/02WeekMeshGeneration.png</image:loc>
      <image:title>Procedural Generation Blog - Development Blog 2 - Randomness and Mesh Generation - 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/v1/68326aa386b4c822ed60268e/cb456e81-b74e-40aa-8e30-9560690455b6/02WeekEarlyCode1.png</image:loc>
      <image:title>Procedural Generation Blog - Development Blog 2 - Randomness and Mesh Generation - 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>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/blog-post-title-one-hzb9c</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-25</lastmod>
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      <image:title>Procedural Generation Blog - Development Blog 1 - Procedural Content Generation and Maze Generation - Make it stand out</image:title>
      <image:caption>Figure 1: Visual representation of Depth-First Search traversal. Source: Tutorialspoint, n.d. 5</image:caption>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/category/Procedural+Generation</loc>
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  <url>
    <loc>https://www.dodginjam.co.uk/procedural-generation-blog/category/Naja+Medjai</loc>
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  <url>
    <loc>https://www.dodginjam.co.uk/nedja-medjai-contributions</loc>
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    <priority>0.75</priority>
    <lastmod>2026-01-31</lastmod>
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  <url>
    <loc>https://www.dodginjam.co.uk/nedja-medjai-contributions/vfx-implementation</loc>
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    <priority>0.5</priority>
    <lastmod>2025-05-28</lastmod>
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      <image:title>Nedja Medjai Contributions - Combat VFX Implementation</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748384474812-3MIWQY50997FFSEWUF1W/Strike_Over_Time_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat VFX Implementation</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748384475774-H9BWJPVJJSBP5RFGPLSP/Strike_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat VFX Implementation</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748384475784-I4ET4ZWT49HTG9S00L3G/Wave_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat VFX Implementation</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748384476732-LHPHOKNYMGILI7FEBEHP/Projectile_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat VFX Implementation</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.dodginjam.co.uk/nedja-medjai-contributions/data-management</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-28</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/57dfed1e-7434-45cb-9bfc-0ab9e4381bfb/SaveData_Usage_VisualStudio.png</image:loc>
      <image:title>Nedja Medjai Contributions - Data Management - 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.dodginjam.co.uk/nedja-medjai-contributions/technical-animationnbsp</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/b2abb416-83c5-40e8-8424-999d1adc6305/IK_ControlsAndValues_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - Technical Animation - Make it stand out</image:title>
      <image:caption>Figure Three: Extract of the Inspector for the IK_Controls And Values Script which controls the inputs and influences how the manager handles the movement of the IK Body and also influences how the feet move.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748323223955-TF60UN3MOWTLABBTV319/IK_Manager_With_Character_Controller.png</image:loc>
      <image:title>Nedja Medjai Contributions - Technical Animation</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748323224074-CKIJKMZZGTJBLPH0AMRK/IK_Manager_With_NavMeshAgent.png</image:loc>
      <image:title>Nedja Medjai Contributions - Technical Animation</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/f7a9f7df-7c20-4d2f-b5d5-ca2790c109b7/IK_RayCast_Gizmos_Showcase.png</image:loc>
      <image:title>Nedja Medjai Contributions - Technical Animation - 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.dodginjam.co.uk/nedja-medjai-contributions/general-gameplaynbsp</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/9a8bb255-4d5f-4cb9-92cf-2fa2770f822c/RespawnPoint.jpg</image:loc>
      <image:title>Nedja Medjai Contributions - General Gamplay - Make it stand out</image:title>
      <image:caption>Figure One: Respawn Point in game representation.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/2364ea58-f2eb-49cc-9196-f3cbbeb4b06d/ColletablesInGame.png</image:loc>
      <image:title>Nedja Medjai Contributions - General Gamplay - 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/v1/68326aa386b4c822ed60268e/7d4ae164-da1b-4f63-b40d-70877caef88e/EnemySpawnPoint_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - General Gamplay - 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/v1/68326aa386b4c822ed60268e/1748315740509-UXAJ8VCP2BUDW45QJDWP/Bird_Guide_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - General Gamplay</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748315740335-0IRYTWTSHGJZVBL0T5VZ/ObjectiveGuide_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - General Gamplay</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748315741178-04K5EJT7909V12A639QB/ObjectiveLocation_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - General Gamplay</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.dodginjam.co.uk/nedja-medjai-contributions/combat-system</loc>
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    <priority>0.5</priority>
    <lastmod>2025-05-26</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748284204030-ZGQR7G2DNKROVA85A48Q/Enemy+AI+Combat+Values.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748284204124-8YWHIAG294HMQGNMACZ9/Player+Combat+Values.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748285525092-L3UUU16A0IG598U5GS2P/Player_WeaponCollider.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748285525393-9DK16VG7OFJ364EPG9E1/Ra_WeaponCollider.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748285773578-8FAHCYTQFOBZH0C74S76/LightningStrike_VFXBase_Inherited.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748285773736-TSCZNFYHE3K2DIMAUNO5/Rock_Projectile_VFXBase_Inherited.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/f17a0289-f01b-49b0-beb4-7824296c82ff/Animation_Event_Method_Call_On_Frame.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​ - Figure Eight: Animation Event added to the frames of the attack animation. The highlighted blue event is a method calling on the DealDamageOnTriggerEnter script which activates the weapons collider for parsing damage to another combat values script.</image:title>
      <image:caption>Figure Eight: Snippit of the Unity Animation Inspector. Animation Events can be added along the frames of a given animation. The highlighted blue event is the event call for allowing DealDamageOnTriggerEnter to activate the weapons collider for dealing damage.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/b722d644-1644-4e70-8416-b43fb0979847/Attack_Event_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - Combat System​ - 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.dodginjam.co.uk/nedja-medjai-contributions/blog-post-title-one-6c63k</loc>
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    <priority>0.5</priority>
    <lastmod>2026-01-31</lastmod>
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      <image:title>Nedja Medjai Contributions - AI System</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748194818154-ACMLV3CAABF2O93EL25M/Geb_01.png</image:loc>
      <image:title>Nedja Medjai Contributions - AI System</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748194821248-MAE1GV37ZE90MQJDE4JR/Ra_01.png</image:loc>
      <image:title>Nedja Medjai Contributions - AI System</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748194823731-6EI8S4N6PPC8PUHTEXKY/Set_04.png</image:loc>
      <image:title>Nedja Medjai Contributions - AI System</image:title>
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    <image:image>
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      <image:title>Nedja Medjai Contributions - AI System - Make it stand out</image:title>
      <image:caption>Figure Five: Extract of the BossStateManager as seen from the inspector.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68326aa386b4c822ed60268e/1748259742687-BWR4SF5FX7BLBIQD319T/States_And_Weights_Inspector.png</image:loc>
      <image:title>Nedja Medjai Contributions - AI System</image:title>
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      <image:title>Nedja Medjai Contributions - AI System</image:title>
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      <image:title>Nedja Medjai Contributions - AI System - Make it stand out</image:title>
      <image:caption>Figure Ten: Extract of the DashState scriptable object values that can be customised within the inspector.</image:caption>
    </image:image>
  </url>
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