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      <image:title>The Eclipsed Sanctum</image:title>
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      <image:title>The Eclipsed Sanctum</image:title>
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      <image:title>The Eclipsed Sanctum</image:title>
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      <image:title>The Eclipsed Sanctum - Sanctum v1</image:title>
      <image:caption>Initial block-out of the Sanctum. This room should give a sense of grandeur to the player.</image:caption>
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      <image:title>The Eclipsed Sanctum - Sanctum v1</image:title>
      <image:caption>From the entrance of the room, the player can clearly see the door that they must get to. To assist the player, I placed the enemies on the left to push them along the golden path on the right. Lastly, I am also giving the player a glimpse of the boss fight later on in the level.</image:caption>
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      <image:title>The Eclipsed Sanctum - Sanctum v2</image:title>
      <image:caption>I started with lighting passes early in the process to evaluate the player experience, ensuring that it adds to the experience, rather than being an annoyance.</image:caption>
    </image:image>
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      <image:title>The Eclipsed Sanctum - Sanctum v2</image:title>
      <image:caption>Players thought that the room was too large and not meaningfully filled. As a result, I shrank down the size of the room. I used different techniques, such as tall columns, and a hidden ceiling through lighting, to achieve a feeling of grandiosity. The bait and switch pulls the player into the room.</image:caption>
    </image:image>
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      <image:title>The Eclipsed Sanctum - Sanctum v3</image:title>
      <image:caption>I improved the lighting and readability based on playtesting data. The goal is clearly visible again from the player’s entrance.</image:caption>
    </image:image>
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      <image:title>The Eclipsed Sanctum - Sanctum v3</image:title>
      <image:caption>A secret was added to reward exploration, alongside hidden pick-ups behind the back columns.</image:caption>
    </image:image>
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      <image:title>The Eclipsed Sanctum - Sanctum v4</image:title>
      <image:caption>Textures were added, and the lighting was accommodated for the new look. Final polish and a god ray solidified the dreadful, haunted experience.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68d1445040d1d26f5084ed45/1763931874950-4F0LIHRYVZM1IJL3I6UL/SanctumAnnotation4_v3.png</image:loc>
      <image:title>The Eclipsed Sanctum - Sanctum v4</image:title>
      <image:caption>Textures were added, and the lighting was adjusted to accommodate for the new look. Final polish and a god ray solidified the dreadful, haunted experience.</image:caption>
    </image:image>
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      <image:title>The Eclipsed Sanctum - Elevator v1</image:title>
      <image:caption>Initial block-out of the Elevator. The intention for this room is to provide progressive combat on multiple layers.</image:caption>
    </image:image>
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      <image:title>The Eclipsed Sanctum - Elevator v1</image:title>
      <image:caption>The blue path shows the intended player path. Alternatively, the player can also pick up the Rocket Launcher and rocket jump between the floors, shown in green.</image:caption>
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      <image:title>The Eclipsed Sanctum - Elevator v2</image:title>
      <image:caption>I did a first lighting pass. For this room, I wanted the light to come from holes in the roof to create a gloomy yet inviting atmosphere. The light source that’s coming from the top of the room also subtly guides the player upwards.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68d1445040d1d26f5084ed45/1764690406173-3TO10UT341J44U59X40L/DoubleElevator2+Annotated.png</image:loc>
      <image:title>The Eclipsed Sanctum - Elevator v2</image:title>
      <image:caption>Players felt that the combat came all at once on the first floor. Following this feedback, I adjusted the enemy placements to be more spread out. I also implemented a wave system so that the combat flowed more naturally. The Rocket Launcher has now been placed at the bottom to pull the player into the room.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68d1445040d1d26f5084ed45/1762529493938-16HWJU3LDNZ4UMQ3QWJW/DoubleElevator3+In-Game.png</image:loc>
      <image:title>The Eclipsed Sanctum - Elevator v3</image:title>
      <image:caption>I iterated on the lighting to improve readability in the space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68d1445040d1d26f5084ed45/1764937417805-8301KS4GG79V8ND9EJ3X/DoubleElevator3+Annotated+v3.png</image:loc>
      <image:title>The Eclipsed Sanctum - Elevator v3</image:title>
      <image:caption>During playtests, players were overwhelmed by the combat on the first floor and frustratingly kept falling off. I enlarged the platform and pushed the trigger forwards to allow for more breathing space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68d1445040d1d26f5084ed45/1762529500222-C7Y5XKUDHC3KGASU814X/DoubleElevator4+In-Game.png</image:loc>
      <image:title>The Eclipsed Sanctum - Elevator v4</image:title>
      <image:caption>Textures were added, and the lighting was changed to accommodate for the new look.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/68d1445040d1d26f5084ed45/1764937417956-WLW5CIWHQNNZ16SMRGKQ/DoubleElevator4+Annotated+v3.png</image:loc>
      <image:title>The Eclipsed Sanctum - Elevator v4</image:title>
      <image:caption>I increased the size of the first floor after further playtesting. There are now holes in the roof, from which the natural lighting comes.</image:caption>
    </image:image>
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    <lastmod>2026-04-20</lastmod>
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