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    <lastmod>2024-09-13</lastmod>
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    <lastmod>2026-07-16</lastmod>
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      <image:title>Home Page</image:title>
      <image:caption>VFX Work Past &amp; Present</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Last Call Home (Blueprint &amp; Art). This was my thesis work for MFA at SCAD. Horror game.</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Hazard Harry (Blueprint &amp; Art). HH is a personal project with art, blueprints, a design document etc.</image:caption>
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      <image:caption>Electric Eden (Blueprints &amp; Art). Group work done at SCAD where I focused on blueprints and art content.</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Cats on a Boat (Blueprint &amp; Art). Fan game of FTL but were cats on a boat and not constrained to a grid or 2d space.</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Rescue Jimmy (Blueprint/Art/Design). Escape room game where you rescue my cat Jimmy. Lol.</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Team Escape (Blueprint/Design). Single player game where the player controls two bodies to solve puzzles.</image:caption>
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    <image:image>
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      <image:caption>Tower Defense Game (Blueprint/Design). Tower defense game to test my map design abilities and using more advanced data storage.</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Mousescape! (Blueprint/Design). A maze minigame where I toyed around with camera managers and a demo that kept scores.</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Boundless Skies (Art). Group work where I was asked to be an art director.</image:caption>
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      <image:title>Home Page</image:title>
      <image:caption>Ace Bar (Art). Animation in environment practice.</image:caption>
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  <url>
    <loc>https://www.sammdavis.com/hazard-harry</loc>
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    <lastmod>2026-07-01</lastmod>
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  <url>
    <loc>https://www.sammdavis.com/last-call-home</loc>
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    <lastmod>2026-07-01</lastmod>
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      <video:title>Last Call Home</video:title>
      <video:description>Last Call Home</video:description>
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  <url>
    <loc>https://www.sammdavis.com/power-of-2</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-01</lastmod>
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      <image:title>Power of 2</image:title>
      <image:caption>This project was for the level design course at SCAD. Professor Cookson wanted us to create a pitchdeck to give to potential game developer publishers. The game could be any design and the assignment was more focused on covering all the bases rather than pitching an original game. For mine I chose a comfy single player puzzle game. I had been working on a solar-punk project with another group and wanted to keep up the peaceful scifi setting. In this world humanity is long gone and the research facility created to design weapons for killing has faded into an overgrown relic of the past. After all this time the slumbering AI has awoken to find that its self sufficient power supply has been compromised, and that in order to stay operational it needs to repair it. In order to do so it awakens two maintenance bots to help.</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>For my three Cs I thought of a game I had played when I was younger called Fire Boy and Water Girl. In it, the players collaborated to solve puzzles which blocked each others paths. Each character could solve unique problems and I wanted to recreate this type of gameplay in a single-player setting. The player would control two robots in the same level which could be swapped to seamlessly. Each robot could interact with objects in a unique way and this is how you would progress the level.</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>When designing the camera system I wanted to make it more than just a visual aspect of the game. It is included in the puzzle solving for the game. The player will only be able to see the environment from the static top-down angle, so they will need to utilize their ability to switch to first-person to view their locations better. While in first-person mode the player is unable to move and can only look in an omnidirectional way. This first tutorial chamber forces the player to use the first person camera in order to locate the doors power switch which is hidden under a ceiling.</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>When designing the level tutorial I wanted to create a simple chamber where the player would be introduced to their 3 Cs. At first the player takes control of their walking robot "Fisheye." You can travel around by foot and use your strength to smash the logs blocking the front door. In order to activate the door however, you have to switch characters to the flying bot, "Bojack." Bojack can plug itself into switches to turn on/off another object in the room. In this case, the door opens after connecting. In this slide you can see the Integration, Interaction, Puzzles, and Feedback breakdowns.</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>The second intro level slide shows a visual representation of our players start, objective, and roadblocks. The small input breakdown on the side is a reminder for the presentation viewer that each bot has a different input system and must be used in collaboration to escape.</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>I then breakdown the games other interactables with a separate slide. The narrative connections are written on the side. I find it extremely important to tie the aesthetics to the gameplay so that players can make better sense of their actions and feel more attached to the world. The interactables include a few general categories. Power Switches, Heavy Switches, and Debris. What I neglected to include in the breakdowns was other dangers such as gun turrets or wire-based plugs.</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>From there my vertical slice ends! There is a short hallway leading up to the central hub area but that is how the game begins! In the central hub area we are introduced to GLADIS our friendly and loving and motherly AI program which runs the facility. She is a very reassuring and caring AI who beckons us to aid her in keeping our facility alive and at peace. That may sound sarcastic but I did want the narrative to be wholesome and peaceful, and how better to do that than by introducing GLAD0S if she wasn't a psycho- kind of subverting expectations in a silly reference to Portals (which obviously I am borrowing a lot from here).</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>After I was done making the first path I did some lighting tests to get the interiors to feel more cozy and abandoned. I was going for, "Office building at 3AM" vibes. The entire game is quite dark and you don't really get rewarded with the natural light and beautiful greenery until the end of the game where GLADIS is able to power up the windows and let the light in.</image:caption>
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      <image:title>Power of 2</image:title>
      <image:caption>I had so much fun working on Power of Two that I kept going! I added new puzzles, interactables, chambers, and hazards. You can see the full gameplay in the youtube video posted above.</image:caption>
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  <url>
    <loc>https://www.sammdavis.com/mousescape</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-01</lastmod>
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      <image:title>Mousescape!</image:title>
      <image:caption>Mousescaped was sort of rushed but I went into it with 3 weeks and a f*cking mission. It was my last course with Professor Cookson and I wanted to finish it with yet another cat project. Including this I think that brings my total of cat projects with him to 5, which happens to also be how many cats I (currently) am a parent of. Mousescaped though, is essentially pacman if it were a horror game.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/d8290938-db34-4370-92cd-4ef08170901f/samm-davis-screenshot-2023-09-01-134416.png</image:loc>
      <image:title>Mousescape!</image:title>
      <image:caption>The games aesthetics were inspired by this insane Japanese death game movie I had seen. In it, there was a game where players had to survive a giant killer cat statue. I figured sure, lets make that into a horror game pacman. I was so sleep deprived this year it was unreal. I had like 3.5 studio courses because I was a dumb stupid idiot and also I had no friends at the time and also I didn't know any better. The mice in the game spawn around the map randomly and will eat the cheese laid throughout the area. The cheese acts as a form of point collection alongside gaining points for surviving extra time. The NPC mice can be killed by the giant cat and serve as a great distraction. The player can even pick up other mice and hurl them at the cat.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/c8cb9a34-db7b-4a5f-8262-8f42e775428f/samm-davis-screenshot-2023-09-01-134444.png</image:loc>
      <image:title>Mousescape!</image:title>
      <image:caption>The giant cat paths around the maze randomly and is relatively quiet. It's paws can be heard close up but the walls muffle the sound quite heavily. She does make a horrifying and loud fog horn sound every time she finds a mouse so hearing the pittering of her sprinting up behind you and then getting hit with her eating you while a fog horn blasts in the background can be quite horrifying.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/04391733-ec83-4b10-8e52-74ce6b2e7bff/samm-davis-screenshot-2023-09-01-134503.png</image:loc>
      <image:title>Mousescape!</image:title>
      <image:caption>The maze has mouse holes around the area which the player can use as hiding spots if the cat is approaching them. Peeking out of the mouse hole can be helpful to check left or right but if the cat gets too close to them while peeking they will die.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/00945dc4-06d8-44db-9cc9-81d80b28f309/samm-davis-screenshot-2023-09-01-134511.png</image:loc>
      <image:title>Mousescape!</image:title>
      <image:caption>While you can't directly hurt the cat you can be an asshole to the other mice. Like I said earlier you can grab the other mice and throw them into the path of the cat which will temporarily distract her.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/5be628ec-5dcf-4b99-9c5e-79998d8e35c2/samm-davis-screenshot-2023-09-01-134453.png</image:loc>
      <image:title>Mousescape!</image:title>
      <image:caption>The goal of the game is to collect as many points as possible. After each game the players score is recorded. Points are gained by surviving for longer and also collecting as much cheese as possible. The game has a 100 second timer and the player must not only survive to the end but also escape from a corner of the map to end the game. Basically, you need to decide when to escape and head towards one of the escape holes to win.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/603b14e0-aac9-47b0-bd2a-57306a8746e8/samm-davis-screenshot-2023-09-01-134520.png</image:loc>
      <image:title>Mousescape!</image:title>
      <image:caption>One of the pickups in the game I designed was this laser pointer. It never made it into the actual game but it would have been a funny way to use a line trace to instantly change the giant cats pathfinding and sort of just drive it around for a second. You can use it to send the cat somewhere else or even just so she runs over other mice. I think being able to be an asshole lends very greatly to the comedy of the game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/f3d2f3f3-a71a-4a08-8f9e-ef4bcd112719/samm-davis-highresscreenshot00001.png</image:loc>
      <image:title>Mousescape!</image:title>
      <image:caption>Here's a size comparison of the giant cat and the mouse. Yes the cat is just a giant pear shape. She looks just like my Jimmy Cat, lol.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.sammdavis.com/catpurred</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-01</lastmod>
  </url>
  <url>
    <loc>https://www.sammdavis.com/boundless-skies</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-01</lastmod>
  </url>
  <url>
    <loc>https://www.sammdavis.com/ace-bar</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-01</lastmod>
  </url>
  <url>
    <loc>https://www.sammdavis.com/tower-defense</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-01</lastmod>
  </url>
  <url>
    <loc>https://www.sammdavis.com/electric-eden</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-01</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/97e31b1b-8054-43c1-875f-252d0c2af459/samm-davis-screenshot-2023-04-05-160316.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>The project concept artist Lia didn't quite understand the space or the art direction of the game. To help her I blocked out a space and sat with her while she painted to get a better understanding of our art direction.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/d031c5d2-cfba-4877-aa0a-63205cf58a60/samm-davis-image-2.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>Once she had created a detailed draw-over of the blockout we went over the colors and continued working until we had our final result.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/b7a9643f-229b-4443-8191-264dbf638043/samm-davis-image-1.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>When the final paintover was done we created a presentation with pieces cut out so that our environment art team could start working. To be honest though, the environment art team ended up being just Lia and I. We were dating at the time and it just worked out for our schedules (staying up until 4am working). The other environment artists during the project kind of just up and vanished for the most part. I have to give credit where credit is due though. Lucas Carbone did a lot to learn proper topology in just 10 weeks and it was very endearing to see his growth! He's a great guy with lots of potential!</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/acb22b24-db17-4e57-aa8f-ab3e0c309ab5/samm-davis-image-5.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>I did a few drawings (would you believe me if I said this was in MSpaint and my mouse) of the level pipes and a POI location. The main characters primary movement function is his ability to curl into a ball and speed around. This also helps him fit into tight spaces. There are circuit boards, switches, etc, all hidden in different areas which we need to find in order to progress the game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/278f3324-24d3-4e1f-96a3-4f3526c96724/samm-davis-screenshot-2023-09-01-093417.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>I did a basic "Level 01 blockout" in unreal so that we could start adding the gameplay interactables and playtest level progression. I must say though, a lot of our time was spent arguing about puzzles instead of actually programming anything. During this project I was also still quite new to programming so I wasn't able to do as much as I wanted to.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/79d5eea4-062d-4841-9d06-4f2f598d4a94/samm-davis-image-8.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>I started modeling the inner pipes for the level layout. If you're wondering about the dense topology of the walls it's because I was using a spline blueprint to bend the tube-chambers in ue5. The denser topology helped with the texture stretching in a lot of places, and made the characters rolling much smoother.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/aaceb5d3-05dd-44d1-b3ce-9434a7c6c5d4/samm-davis-screenshot-2023-09-01-093715.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>Here's our level 1 layout final. It changed quite a bit. We went from wanting a speedy run around game type to a more explorative and puzzle based game. If that sounds like the entire game changed, it did. Thanks Ari (our professor who I love but also kept trying to change our character BP).</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/7dc05d62-30c2-408f-9785-c45177503d78/samm-davis-image-9.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>We used warp pipes to cinematically change locations. Originally these were going to be piloted by the player so they could see how fast they were moving in the pipes, but some collision issues came up and we scrapped it into a teleporter.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/5a5f6128-77b5-43bb-b983-ce901ce49edd/samm-davis-screenshot-2023-09-01-095612.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>For the project blueprints I created the teleporters, the health system, character rolling system, the terminal monitors (and ui widgets), and the inventory crate systems.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/e212a8b7-1fa5-4405-a47e-62237a1ef8ac/samm-davis-screenshot-2023-09-01-094011.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>After our core programming was finished I started set dressing the level. Like I said earlier, our other artists kind of said fk it and stopped contributing so I was working double overtime. Quintuple overtime actually because I was in 3 studio courses at the time.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/914d9688-8606-48a7-b9b2-3545920c970d/samm-davis-screenshot-2023-09-01-095314.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>Our little POIs came out looking pretty great though. We opted for a baked lighting method just for performance sake. I didn't have time to set up level-instance loading or any LODs for meshes, so we stole performance from lighting.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/ca3292b1-1445-4716-bea0-cfda5a1b7d0d/samm-davis-highresscreenshot00000.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>After our tutorial area was finished I tried to set up the secondary chamber but ran out of time. It was going to be a water mill generation area where the player had to run around on rafters and charge up the entire facility.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/9b885262-1d39-4fca-9f4f-2f30180f665e/samm-davis-img-0119.jpg</image:loc>
      <image:title>Electric Eden</image:title>
      <image:caption>Super proud of the work everyone did. Even though people bowed out at the halfway point I think we still managed to get a lot done. Thanks for reading!</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.sammdavis.com/visual-effects</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/428e2d84-ae86-4e77-98f8-95d6e9282ec4/Screenshot+2026-07-15+114916.png</image:loc>
      <image:title>Visual Effects</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/43b45e11-32a9-47d1-8594-3fd691ac8635/Screenshot+2026-07-15+115600.png</image:loc>
      <image:title>Visual Effects</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/1f5d92e6-3ade-41cc-8ded-674e974c39c1/graves+abilities.jpg</image:loc>
      <image:title>Visual Effects</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/b2fcdafc-bab8-4a26-a598-bfe940121761/Screenshot+2026-07-15+144428.png</image:loc>
      <image:title>Visual Effects</image:title>
    </image:image>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/10a4af23-d4fd-41a8-b410-26e63f550f66/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/10a4af23-d4fd-41a8-b410-26e63f550f66/thumbnail</video:thumbnail_loc>
      <video:title>Visual Effects</video:title>
      <video:description>Visual Effects</video:description>
    </video:video>
  </url>
  <url>
    <loc>https://www.sammdavis.com/gravesfvxbreakdown</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-07-16</lastmod>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/3f39df5f-9f1f-4d93-a6cb-293fe6618426/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6640ee8977a70a63d92791cb/3f39df5f-9f1f-4d93-a6cb-293fe6618426/thumbnail</video:thumbnail_loc>
      <video:title>Graves Abilities Remake</video:title>
      <video:description>Graves Abilities Remake</video:description>
    </video:video>
  </url>
</urlset>

