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      <image:title>Bond - Bond Game</image:title>
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    <loc>http://www.ryanlouisramey.com/doxa</loc>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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    <loc>http://www.ryanlouisramey.com/games</loc>
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    <lastmod>2026-02-06</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/5905c4e0-e5d8-443a-aa52-3356d0b17cf4/7-1701829036.jpg</image:loc>
      <image:title>GAMES - ASGARD’S WRATH II</image:title>
      <image:caption>AAA VR Action-Adventure RPG. Play as an immortal god that possesses various mortals across an fantastical ancient Egypt, with the aim to defeat Anubis. Released 2023 on the Oculus Quest 2 &amp; 3 - Earned a 10/10 review score from IGN and winner of the 2024 D.I.C.E. award for Immersive Reality Game of the Year. Team size 150+ personnel. I worked as a senior level and systems designer for the project. Made in Unreal Engine 4. Purchase and PLAY</image:caption>
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      <image:title>GAMES - DOXA</image:title>
      <image:caption>Ann Brown The following is placeholder text known as “lorem ipsum,” which is scrambled Latin used by designers to mimic real copy. Aliquam bibendum, turpis eu mattis iaculis, ex lorem mollis sem, ut sollicitudin risus orci quis tellus. Phasellus sodales massa malesuada tellus fringilla, nec bibendum tellus blandit.</image:caption>
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      <image:title>GAMES - ESCAPE THE MANOR</image:title>
      <image:caption>The player assumes the role of Agent Black. They must escape the manor while being poisoned, which slowly blurs Agent Black’s vision and takes health (medicine Pickups help give relief), all while taking out the manor’s guards and droids, wall running, dangerous traps and solving various puzzles to unlock passageways to your escape! Solo personal project. I did all the level design and scripting for the project. Made in Unreal Engine 4.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/1533589241340-DOTZABZPC4QVDBLRUSBU/Tag_Flying.gif</image:loc>
      <image:title>GAMES - CATCH ME, IF YOU CAN!</image:title>
      <image:caption>Two-player flying game of tag! Win by collecting the most coins or catching the other player! Student project made in only 5 1/2 weeks with a team of 4. I was the design director and scripter for the project. Made in Unity 3D. PLAY @ Newgrounds.com</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/1533588332903-HP6PU5WBP6LG87QWDCVO/fighting.gif</image:loc>
      <image:title>GAMES - RUMBLE IN THE JUNGLE</image:title>
      <image:caption>2D beat’em up set in a African fantasy setting. Solo student project. I was the combat designer, art director and scripter for the project. Made in Construct 2.</image:caption>
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      <image:title>GAMES - SUPERNOVA</image:title>
      <image:caption>Wayne Jones The following is placeholder text known as “lorem ipsum,” which is scrambled Latin used by designers to mimic real copy. In sit amet felis malesuada, feugiat purus eget, varius mi. Donec ac fringilla turpis. Quisque congue porttitor ullamcorper.</image:caption>
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    <loc>http://www.ryanlouisramey.com/doxagame</loc>
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    <lastmod>2020-12-06</lastmod>
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      <image:title>DOXA - Gameplay System</image:title>
      <image:caption>The player stats and NPC ranks relating to the dialogue system. The gameplay system is designed to incorporate a dynamic social system between the player and NPC’s. How the player’s characters looks, speaks and what they say determines their value (cool) socially. At one stage I wanted to add the player characters emotions as a factor but that added more complexity, so maybe I’ll find a way to add that later. Dynamic is a key term in the design as the player character can talk to any NPC in the game world, have a unique interaction with that NPC and build their character from that interaction. The quest system works similar to that of the Sims franchise as quests comes from the player characters feelings and options rather than a tasks list seen in most open world games. Each NPC also has a build made up of their faction, cool level, sex and relationship to the player which results in certain dynamic responses and interactions in the conversation system.</image:caption>
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      <image:title>DOXA - Core Gameplay Loop</image:title>
      <image:caption>Core loop of the dialogue system. The design aims to add twitch style gameplay to conversation, making the player make decisions and telegraph what they want to say within a short time frame. The core loop went through many iterations, such as moving response buttons based on players emotions and a turn-based card game approach, but eventually landing on this for both challenge and simplicity for the player.</image:caption>
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      <image:title>DOXA - Game Progression</image:title>
      <image:caption>From start screen to end game. Having an end game and simple overall goal for the player to accomplish was very important for this project. Mapping out the progression from how the player starts the game and knowing what they need to do and how to do it to win, helps focuses the design and the player experience. This also serves as a great organizing tool and reference for the level design, story cut-scenes, and tutorial placement.</image:caption>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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      <image:title>DOXA</image:title>
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    <image:image>
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      <image:title>DOXA</image:title>
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    <image:image>
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      <image:title>DOXA - First Mock-up of Dialogue Tree Design</image:title>
      <image:caption>A tree where who you’re talking to along with your looks and dialogue choices all factor in.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/1546463141051-7QUBHILUU2S4XQ5VYVDH/City+Layout-01.jpg</image:loc>
      <image:title>DOXA - City Level Design</image:title>
      <image:caption>I designed the level to lead the player to their final goal.</image:caption>
    </image:image>
    <image:image>
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      <image:title>DOXA - Customization UI Design</image:title>
      <image:caption>First design of the Customization.</image:caption>
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      <image:title>DOXA - Customization UI Redesign</image:title>
      <image:caption>A more streamlined approach that is closer to the final version I ended up with.</image:caption>
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    <loc>http://www.ryanlouisramey.com/new-page-1</loc>
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    <lastmod>2019-01-09</lastmod>
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      <image:title>Stronghold</image:title>
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    <loc>http://www.ryanlouisramey.com/art-1</loc>
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    <lastmod>2026-02-06</lastmod>
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      <image:title>ART - 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>ART - 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>ART - 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>ART - 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>ART - 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>
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      <image:title>ART - 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>ART - 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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      <image:title>ART - 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>ART - 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>ART - 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>
    <loc>http://www.ryanlouisramey.com/catch-me-if-you-can</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-01-25</lastmod>
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      <image:title>Catch Me If You Can! - One Page Pitch</image:title>
      <image:caption>A document meant to explain the game as well as get enough people excited to want to make the game.</image:caption>
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      <image:title>Catch Me If You Can!</image:title>
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    <loc>http://www.ryanlouisramey.com/rumble-in-the-jungle</loc>
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  <url>
    <loc>http://www.ryanlouisramey.com/escape-the-manor</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-01-23</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/1571103220180-DXG9ULA88L6HW0BWTXRB/LevelDesignMapRevised_RyanRamey-01.jpg</image:loc>
      <image:title>Escape The Manor</image:title>
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      <image:title>Escape The Manor - Level Flow</image:title>
      <image:caption>Pacing and progressing through level</image:caption>
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  <url>
    <loc>http://www.ryanlouisramey.com/asgards-wrath-2-old</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-01-26</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/9ab3684e-c594-4099-ae32-1297eb18b7fc/com.Sanzaru.Wrath2-20240120-111401.webp</image:loc>
      <image:title>Asgard's Wrath 2 (old) - RED CHASM</image:title>
      <image:caption>This level was the first set-piece level for Asgard’s Wrath 2. The level is built around the god Sakhmet chasing the player across a ruined bridge. I designed this level with the goal of it feeling like a Disneyland ride. Being in VR + first-person, I had to design this chase sequence with the adversary being ahead of the player. This was also the first level after the player has obtained the grapple ability. Although there are setups introducing the grapple in this level, I also added a variety of other gameplay elements to keep the level interesting. Finally, I scripted and laid out all the sequencing of Sakhmet and her encounters along with some other props for this level. More details to share in the future or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/dacf6c55-9d8e-459c-8112-5973f5d0f938/com.Sanzaru.Wrath2-20240213-181453.webp</image:loc>
      <image:title>Asgard's Wrath 2 (old) - THE OBSERVATORY</image:title>
      <image:caption>Placed around the half-way mark of the game, I wanted this level to surprise the player and break-up the flow they have been accustomed to up to this point. To shake things up, I decided to introduce ‘moving levels’, where the entire level itself can move and change states. The Observatory exterior area uses this moving level for interesting puzzle design, while the Observatory interior, uses god scale astrolabe where its rings can spin and rotate, making for unique traversal gameplay. All props in this level where scripted by me. More details to share in the future or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/cb63b825-4876-40b8-9970-35fcdb439227/fluffy4.PNG</image:loc>
      <image:title>Asgard's Wrath 2 (old) - TEMPLE OF SAKHMET</image:title>
      <image:caption>A thrill ride level has the player chasing down and grappling up the beast that is pulling Sakhmet’s temple. The goal of this level was to make the player experience feel epic and simple. Designing this was interesting as we had to place the players path on an already existing and animated beast. We wanted the player to feel the sense of scale and slight tension by having the player scale up the beast before the surrounding sandstorm closes in.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/29e7fd4e-c72d-42d0-9e5d-e6f92376b92d/osiris2.PNG</image:loc>
      <image:title>Asgard's Wrath 2 (old) - TEMPLE OF OSIRIS</image:title>
      <image:caption>A classic RPG dungeon comprised of many new gameplay elements, narrative moments and mix of puzzle, combat and traversal. I first wanted this level to have an eerie feel at the start then transition into a more whimsical feeling towards the end. For the puzzles in this level, the goal was to introduce a version of a puzzle early then scale up its complexity in later setups. More details to share in the future or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/539c6852-e341-4647-b826-63dcd18604b0/Grapple_CaseysLevel.gif</image:loc>
      <image:title>Asgard's Wrath 2 (old) - GRAPPLE</image:title>
      <image:caption>The grapple needed up becoming on of the most fun gameplay aspects of the game. The grapple worked with the Quest’s motion controls as the player gestures their weapon/grapple whip towards a anchor to initiate the grapple. We designed the grapple for both grappling onto surfaces and chaining two or more grapples together mid-air. More details coming soon or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/dcdaeacf-0374-49f8-9f4c-ee0083b7a73f/Wall_Run_OSI_C.gif</image:loc>
      <image:title>Asgard's Wrath 2 (old) - WALL RUN</image:title>
      <image:caption>Wall running was also a fun traversal that can be initiated with a simple button press (along with meeting other conditions). The player can even jump from wall to wall while wall running adding for thrilling and complex setups. More details coming soon or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/5eda3519-a484-4418-b566-bb0d20f00d83/Hill_Slide_BON.gif</image:loc>
      <image:title>Asgard's Wrath 2 (old) - HILL SLIDE</image:title>
      <image:caption>The hill slide was another thrilling traversal. In order to sell the feel of the player sliding, believe able animation, slight haptics and dust kicking up all added to making this traversal feel good. The player also had the ability to steer laterally which allowed for level designers to make interesting hill slide setups. More details coming soon or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/e9e2ffe0-79dd-49ed-9b11-83d82bbf3703/Squeeze_Through_TAN.gif</image:loc>
      <image:title>Asgard's Wrath 2 (old) - SQUEEZE THROUGH</image:title>
      <image:caption>Designing a squeeze though traversal was interesting for VR. We mulled over how canned or interactive it should be, and how to make it appealing enough for later game setups. In the end, we decided to have the player face forward and not the wall when going through and pull themselves forward by grabbing grab holds aligned on the crevice walls. If it became to tedious for players after repeated use, we had a built-in option for the players to skip it and teleport to the other side. More details coming soon or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/32a935eb-1f46-4745-b6d8-23ea8f84477f/Slide_Under_OSI.gif</image:loc>
      <image:title>Asgard's Wrath 2 (old) - SLIDE UNDER</image:title>
      <image:caption>Slide under is meant to be quick, simple, smooth and add some more variety to the overall traversal bucket for players and designers. At first there where concerns of dipping the players head low in VR for the slide under, but it ended up working out very well. More details coming soon or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/2be4a028-8d24-4b68-89bf-f41e66b80fd8/Hurdle_ATU.gif</image:loc>
      <image:title>Asgard's Wrath 2 (old) - HURDLE</image:title>
      <image:caption>The hurdle is another quick, simple traversal. Here we had to make sure the player can hurdle at both a very close and somewhat far distance. To make this work, at close range we changed the animation and tuning so its less of a hurdle and more of a slide over. More details coming soon or upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/b4a90d73-33df-475b-91b8-a464f80eefe3/Climbing_RED.gif</image:loc>
      <image:title>Asgard's Wrath 2 (old) - CLIMBING</image:title>
      <image:caption>Climbing worked out very well as a traversal. Climbing was designed to be immersive yet responsive. The decision to not add any artificial weight to the character as they climb was a good choice as it made climbing responsive yet still feeling believable. Also when climbing to the top onto a surface, having the player gesture pull themselves up in a quick seamless manner also ended up working over very well, and noticed more VR games starting to use the same method after our game released. More details coming soon or upon request.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.ryanlouisramey.com/asgards-wrath-2</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-02-06</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/539c6852-e341-4647-b826-63dcd18604b0/Grapple_CaseysLevel.gif</image:loc>
      <image:title>Asgard's Wrath 2 - GRAPPLE</image:title>
      <image:caption>The grapple needed up becoming on of the most fun gameplay aspects of the game. The grapple worked with the Quest’s motion controls as the player gestures their weapon/grapple whip towards a anchor to initiate the grapple. We designed the grapple for both grappling onto surfaces and chaining two or more grapples together mid-air. I can share more information upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/dcdaeacf-0374-49f8-9f4c-ee0083b7a73f/Wall_Run_OSI_C.gif</image:loc>
      <image:title>Asgard's Wrath 2 - WALL RUN</image:title>
      <image:caption>Wall running was also a fun traversal that can be initiated with a simple button press (along with meeting other conditions). The player can even jump from wall to wall while wall running adding for thrilling and complex setups. I can share more information upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/5eda3519-a484-4418-b566-bb0d20f00d83/Hill_Slide_BON.gif</image:loc>
      <image:title>Asgard's Wrath 2 - HILL SLIDE</image:title>
      <image:caption>The hill slide was another thrilling traversal. In order to sell the feel of the player sliding, believe able animation, slight haptics and dust kicking up all added to making this traversal feel good. The player also had the ability to steer laterally which allowed for level designers to make interesting hill slide setups. I can share more information upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/e9e2ffe0-79dd-49ed-9b11-83d82bbf3703/Squeeze_Through_TAN.gif</image:loc>
      <image:title>Asgard's Wrath 2 - SQUEEZE THROUGH</image:title>
      <image:caption>Designing a squeeze though traversal was interesting for VR. We mulled over how canned or interactive it should be, and how to make it appealing enough for later game setups. In the end, we decided to have the player face forward and not the wall when going through and pull themselves forward by grabbing grab holds aligned on the crevice walls. If it became to tedious for players after repeated use, we had a built-in option for the players to skip it and teleport to the other side. I can share more information upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/32a935eb-1f46-4745-b6d8-23ea8f84477f/Slide_Under_OSI.gif</image:loc>
      <image:title>Asgard's Wrath 2 - SLIDE UNDER</image:title>
      <image:caption>Slide under is meant to be quick, simple, smooth and add some more variety to the overall traversal bucket for players and designers. At first there where concerns of dipping the players head low in VR for the slide under, but it ended up working out very well. I can share more information upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/2be4a028-8d24-4b68-89bf-f41e66b80fd8/Hurdle_ATU.gif</image:loc>
      <image:title>Asgard's Wrath 2 - HURDLE</image:title>
      <image:caption>The hurdle is another quick, simple traversal. Here we had to make sure the player can hurdle at both a very close and somewhat far distance. To make this work, at close range we changed the animation and tuning so its less of a hurdle and more of a slide over. I can share more information upon request.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/b4a90d73-33df-475b-91b8-a464f80eefe3/Climbing_RED.gif</image:loc>
      <image:title>Asgard's Wrath 2 - CLIMBING</image:title>
      <image:caption>Climbing worked out very well as a traversal. Climbing was designed to be immersive yet responsive. The decision to not add any artificial weight to the character as they climb was a good choice as it made climbing responsive yet still feeling believable. Also when climbing to the top onto a surface, having the player gesture pull themselves up in a quick seamless manner also ended up working over very well, and noticed more VR games starting to use the same method after our game released. I can share more information upon request.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.ryanlouisramey.com/asgards-wrath-2-copy</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-01-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/539c6852-e341-4647-b826-63dcd18604b0/Grapple_CaseysLevel.gif</image:loc>
      <image:title>Asgard's Wrath 2  (Copy) - GRAPPLE</image:title>
      <image:caption>The grapple needed up becoming on of the most fun gameplay aspects of the game. The grapple worked with the Quest’s motion controls as the player gestures their weapon/grapple whip towards a anchor to initiate the grapple. We designed the grapple for both grappling onto surfaces and chaining two or more grapples together mid-air.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/dcdaeacf-0374-49f8-9f4c-ee0083b7a73f/Wall_Run_OSI_C.gif</image:loc>
      <image:title>Asgard's Wrath 2  (Copy) - WALL RUN</image:title>
      <image:caption>Wall running was also a fun traversal that can be initiated with a simple button press (along with meeting other conditions). The player can even jump from wall to wall while wall running adding for thrilling and complex setups.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/5eda3519-a484-4418-b566-bb0d20f00d83/Hill_Slide_BON.gif</image:loc>
      <image:title>Asgard's Wrath 2  (Copy) - HILL SLIDE</image:title>
      <image:caption>The hill slide was another thrilling traversal. In order to sell the feel of the player sliding, believe able animation, slight haptics and dust kicking up all added to making this traversal feel good. The player also had the ability to steer laterally which allowed for level designers to make interesting hill slide setups.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/e9e2ffe0-79dd-49ed-9b11-83d82bbf3703/Squeeze_Through_TAN.gif</image:loc>
      <image:title>Asgard's Wrath 2  (Copy) - SQUEEZE THROUGH</image:title>
      <image:caption>Designing a squeeze though traversal was interesting for VR. We mulled over how canned or interactive it should be, and how to make it appealing enough for later game setups. In the end, we decided to have the player face forward and not the wall when going through and pull themselves forward by grabbing grab holds aligned on the crevice walls. If it became to tedious for players after repeated use, we had a built-in option for the players to skip it and teleport to the other side.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/32a935eb-1f46-4745-b6d8-23ea8f84477f/Slide_Under_OSI.gif</image:loc>
      <image:title>Asgard's Wrath 2  (Copy) - SLIDE UNDER</image:title>
      <image:caption>Slide under is meant to be quick, simple, smooth and add some more variety to the overall traversal bucket for players and designers. At first there where concerns of dipping the players head low in VR for the slide under, but it ended up working out very well.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/2be4a028-8d24-4b68-89bf-f41e66b80fd8/Hurdle_ATU.gif</image:loc>
      <image:title>Asgard's Wrath 2  (Copy) - HURDLE</image:title>
      <image:caption>The hurdle is another quick, simple traversal. Here we had to make sure the player can hurdle at both a very close and somewhat far distance. To make this work, at close range we changed the animation and tuning so its less of a hurdle and more of a slide over.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/56d9e9cc2b8dde34b8ea0ff7/b4a90d73-33df-475b-91b8-a464f80eefe3/Climbing_RED.gif</image:loc>
      <image:title>Asgard's Wrath 2  (Copy) - CLIMBING</image:title>
      <image:caption>Climbing worked out very well as a traversal. Climbing was designed to be immersive yet responsive. The decision to not add any artificial weight to the character as they climb was a good choice as it made climbing responsive yet still feeling believable. Also when climbing to the top onto a surface, having the player gesture pull themselves up in a quick seamless manner also ended up working over very well, and noticed more VR games starting to use the same method after our game released.</image:caption>
    </image:image>
  </url>
</urlset>

