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<urlset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.sitemaps.org/schemas/sitemap/0.9" xmlns:image="http://www.google.com/schemas/sitemap-image/1.1" xsi:schemaLocation="http://www.sitemaps.org/schemas/sitemap/0.9 http://www.sitemaps.org/schemas/sitemap/0.9/sitemap.xsd"><url><loc>https://stoyanovdesign.com/2018/09/21/aphelion/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/aphelion_clean_logos_top-e1538050626647.png</image:loc><image:title>Aphelion_Clean_Logos_Top</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/rist_demonstration.gif</image:loc><image:title>RIST_Demonstration</image:title><image:caption>The R.I.S.T system in action, showcasing custom controllers, Points of Interest, and info text</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/orbiter_spawn_animation.gif</image:loc><image:title>Orbiter_Spawn_Animation</image:title><image:caption>Orbiter - Planets can be examined for details by holding them, similar to Prometheus</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/lavasimulation.gif</image:loc><image:title>LavaSImulation</image:title><image:caption>Advanced Lava Shader utilizing flow maps</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/dome_transition.gif</image:loc><image:title>Dome_Transition</image:title><image:caption>Transition States - Disguises level streaming behind in-universe "simulation"</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/terrainwm.png</image:loc><image:title>TerrainWM</image:title><image:caption>The terrain was generated in WorldMachine for an organic feel</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/terrainsketch.png</image:loc><image:title>TerrainSketch</image:title><image:caption>Landmarks and large vistas were utilized for navigation and VR's sense of scale</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/scannerpoints.png</image:loc><image:title>ScannerPoints</image:title><image:caption>Scannable Points of Interest guided and informed players</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/scanner.png</image:loc><image:title>Scanner</image:title><image:caption>A dynamic "path" navigation system prevented getting lost in the large open levels</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/finalterrain1.png</image:loc><image:title>FinalTerrain1</image:title><image:caption>Post-processing was utilized heavily to improve immersion</image:caption></image:image><lastmod>2024-04-25T10:44:56+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/2018/09/21/castle-creeps-td/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/movementmechanics.gif</image:loc><image:title>MovementMechanics</image:title><image:caption>Flying heroes and teleportation meant redesigning levels to balance around the increased mobility</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/diverseroster.gif</image:loc><image:title>DiverseRoster</image:title><image:caption>Designed a wide variety of hero gameplay archetypes from tanky warriors to skillful mages</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/combatandlevel.gif</image:loc><image:title>CombatAndLevel</image:title><image:caption>Designed unique per area mechanics such as burrowing sand worms or explosive barrels</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/writing_showcase.png</image:loc><image:title>Writing_Showcase</image:title><image:caption>Helped write unit descriptions and dialogue</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/leveldesign_mechanicsshowcase.png</image:loc><image:title>LevelDesign_MechanicsShowcase</image:title><image:caption>Helped design quest system, FTUE and setup levels and collision maps</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/cctd_envrionments_showcase.png</image:loc><image:title>CCTD_Envrionments_Showcase</image:title><image:caption>Created distinct area identity with bespoke layouts and mechanics</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/cctd_banner_cocos_top.png</image:loc><image:title>CCTD_Banner_Cocos_Top</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/store_screenshot_4.jpg</image:loc><image:title>Store_Screenshot_4</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/store_screenshot_3.jpg</image:loc><image:title>Store_Screenshot_3</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/store_screenshot_2.jpg</image:loc><image:title>Store_Screenshot_2</image:title></image:image><lastmod>2024-04-25T10:44:38+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/2024/01/11/techland/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2024/01/techland_square.jpg</image:loc><image:title>Techland_square</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2024/01/dying_light_2_square.jpg</image:loc><image:title>Dying_Light_2_Square</image:title></image:image><lastmod>2024-04-25T10:44:17+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/2019/06/15/cyberpunk2077/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2019/06/cyberpunk_square.jpg</image:loc><image:title>CYBERPUNK_SQUARE</image:title></image:image><lastmod>2024-04-25T10:41:33+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/2024/01/11/enotria/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2024/01/enotria_last_square.jpg</image:loc><image:title>enotria_last_square</image:title></image:image><lastmod>2024-04-25T10:39:47+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/resume/</loc><lastmod>2024-01-11T16:24:03+00:00</lastmod><changefreq>weekly</changefreq><priority>0.6</priority></url><url><loc>https://stoyanovdesign.com/about-me/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2024/01/402360649_721066790058659_7370405033086454080_n.jpg</image:loc><image:title>402360649_721066790058659_7370405033086454080_n</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/photo2.jpg</image:loc><image:title>Photo2</image:title></image:image><lastmod>2024-01-11T15:41:43+00:00</lastmod><changefreq>weekly</changefreq><priority>0.6</priority></url><url><loc>https://stoyanovdesign.com/2018/09/21/castle-creeps-battle/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/featured_images_template_cubic_theme_left_unitylogo_top-e1538049673581.png</image:loc><image:title>Featured_Images_Template_Cubic_Theme_Left_UnityLogo_Top</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/featured_images_template_cubic_theme_left_unitylogo.png</image:loc><image:title>Featured_Images_Template_Cubic_Theme_Left_UnityLogo</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/featured_images_template_cubic_theme_left.jpg</image:loc><image:title>Featured_Images_Template_Cubic_Theme_Left</image:title><image:caption>CCB1</image:caption></image:image><lastmod>2021-02-15T07:29:52+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/2018/09/21/the-journey-begins-2/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/comments_combined.png</image:loc><image:title>Comments_Combined</image:title><image:caption>We received a very positive player reception, citing the atmosphere and dialogue as key highlights</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/dive_banner_logos_top-e1538048327948.png</image:loc><image:title>DIVE_Banner_Logos_Top</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/comments4.png</image:loc><image:title>Comments4</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/comments2.png</image:loc><image:title>Comments2</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/comments3.png</image:loc><image:title>Comments3</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/comments1.png</image:loc><image:title>Comments1</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/dive_underwater2.png</image:loc><image:title>DIVE_Underwater2</image:title><image:caption>The UI exhibits the light and whimsical nature while the procedural system introduces replayability</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/dive_underwater1.png</image:loc><image:title>DIVE_Underwater1</image:title><image:caption>Personally developed the continuous Bastion-esque narrative exposition system across scenes</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/dive_surfaceupgradesexperimental.png</image:loc><image:title>DIVE_SurfaceUpgradesExperimental</image:title><image:caption>There are two distinct shops - linear upgrades and experimental ones, each with their bespoke flavour text &amp; identity</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/dive_surfaceupgradescore.png</image:loc><image:title>DIVE_SurfaceUpgradesCore</image:title><image:caption>The economy went through several iterations, ensuring that each time the player resurfaces they are at the next progression gating</image:caption></image:image><lastmod>2021-02-15T07:29:37+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/2018/09/21/congruence/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/congruence41.png</image:loc><image:title>Congruence4</image:title><image:caption>One of the ARG Puzzles involved interacting with a keypad, which would trigger a real-life text used to decipher the code</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/congruence32.png</image:loc><image:title>Congruence3</image:title><image:caption>The server room puzzle involved guidance from a TTS call alongside audio cues</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/congruence21.png</image:loc><image:title>Congruence2</image:title><image:caption>The atmospheric lighting also serves to guide the player through the otherwise dark environment</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/congruence11.png</image:loc><image:title>Congruence1</image:title><image:caption>The lobby went through several iterations, serving as a "hub"</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/kronosglitch2.gif</image:loc><image:title>KronosGlitch2</image:title><image:caption>I did multiple glitching panels that held in-universe lore and established the hacker organization as well as serving as creative lightsources</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/kronosglitch3.gif</image:loc><image:title>KronosGlitch3</image:title><image:caption>Being a fan of immersive sims, I eagerly took advantage to utilize environmental storytelling - perfect for the hectic environment and short playtime of Game Jam titles</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/award.jpeg</image:loc><image:title>Award</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/next_level-award-photo.jpg</image:loc><image:title>Next_level award photo</image:title><image:caption>The team posing with the award alongside the two key industry judges</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/congruence_banner_ue4.png</image:loc><image:title>Congruence_Banner_UE4</image:title></image:image><lastmod>2021-02-15T07:28:51+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/2018/09/23/sniper-strike-special-ops/</loc><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/banner_image_sniperstrike_top_alternate.png</image:loc><image:title>Banner_Image_SniperStrike_Top_Alternate</image:title></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/sniperstrike_screen_12_1280x720.jpg</image:loc><image:title>SniperStrike_screen_12_1280x720</image:title><image:caption>In terms of the equipment system I provided feedback on numbers and certain gear types that were "OP"</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/sniperstrike_screen_16_1280x720.jpg</image:loc><image:title>SniperStrike_screen_16_1280x720</image:title><image:caption>Drove naming conventions &amp; layout for weapon attachments</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/sniperstrike_screen_09_1280x720.jpg</image:loc><image:title>SniperStrike_screen_09_1280x720</image:title><image:caption>[Winter Showdown level] Adjusted player spawn locations as some of them proved imbalanced in PvP due to high ground and visibility</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/sniperstrike_screen_05_1280x720.jpg</image:loc><image:title>SniperStrike_screen_05_1280x720</image:title><image:caption>[Desert level] - Improved gameplay clarity by adjusting VFX legibility as Fog of War &amp; particle systems were initially overwhelming</image:caption></image:image><image:image><image:loc>https://stoyanovdesign.com/wp-content/uploads/2018/09/banner_image_sniperstrike_unity.png</image:loc><image:title>Banner_Image_SniperStrike_Unity</image:title></image:image><lastmod>2021-02-15T07:28:30+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://stoyanovdesign.com/contact/</loc><lastmod>2018-09-27T09:47:53+00:00</lastmod><changefreq>weekly</changefreq><priority>0.6</priority></url><url><loc>https://stoyanovdesign.com</loc><changefreq>daily</changefreq><priority>1.0</priority><lastmod>2024-04-25T10:44:56+00:00</lastmod></url></urlset>
