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	<title>Andrew Meade • Game Designer</title>
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	<link>http://andrewjmeade.com</link>
	<description>Design Portfolio</description>
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		<title>Arkham Gasworks (UDK)</title>
		<link>http://andrewjmeade.com/arkham-gasworks-udk/</link>
		<comments>http://andrewjmeade.com/arkham-gasworks-udk/#comments</comments>
		<pubDate>Fri, 22 Mar 2013 15:39:29 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Arkham]]></category>
		<category><![CDATA[batman]]></category>
		<category><![CDATA[First Person Shooter]]></category>
		<category><![CDATA[Loads a Pipes]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Single Player]]></category>
		<category><![CDATA[Static Mesh]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=601</guid>
		<description><![CDATA[Well I swore I wouldn&#8217;t touch depth of field again, but I suppose I made a liar out of myself. In this project, I wanted to replicate some of the aesthetics of Rocksteady&#8217;s Batman franchise. I chose to go with lots of pipes and smoke and steam, with industrial buildings and moody lighting filling the [...]]]></description>
				<content:encoded><![CDATA[<p>Well I swore I wouldn&#8217;t touch depth of field again, but I suppose I made a liar out of myself. In this project, I wanted to replicate some of the aesthetics of Rocksteady&#8217;s Batman franchise. I chose to go with lots of pipes and smoke and steam, with industrial buildings and moody lighting filling the whole thing out.</p>
<p>Arkham Gasworks was designed to be a UT Deathmatch for 6-13 players.</p>

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<p>Time To Build: 4 Days</p>
<p>Tools Used: UDK</p>
]]></content:encoded>
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		<item>
		<title>Cliffside (UDK)</title>
		<link>http://andrewjmeade.com/cliff-side-udk/</link>
		<comments>http://andrewjmeade.com/cliff-side-udk/#comments</comments>
		<pubDate>Mon, 18 Mar 2013 09:43:07 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[BSP]]></category>
		<category><![CDATA[Static Mesh]]></category>
		<category><![CDATA[Terrain]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=582</guid>
		<description><![CDATA[Cliff-side was made in three days with the Unreal Development Kit. The goal of this was to put the latest UDK build through its paces, and focus on a terrain-heavy level. In this level the player will encounter multiple levels to occupy, from a feast hall, to a tightened corridor, to a spacious wooded area, [...]]]></description>
				<content:encoded><![CDATA[<p>Cliff-side was made in three days with the Unreal Development Kit. The goal of this was to put the latest UDK build through its paces, and focus on a terrain-heavy level.</p>
<p>In this level the player will encounter multiple levels to occupy, from a feast hall, to a tightened corridor, to a spacious wooded area, to a storage pit, and to the edge of a cliff over looking the surrounding islands. I set a constraint of using as much of the UDK&#8217;s &#8220;NEC&#8221; pack as possible. The level is 95% NEC, with a few BSP&#8217;s and materials thrown in the mix.</p>

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<p>Time To Build: 3 Days</p>
<p>Tools Used: UDK</p>
]]></content:encoded>
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		<title>Horror Beneath The Sands (UDK)</title>
		<link>http://andrewjmeade.com/horror-beneath-the-sands-udk/</link>
		<comments>http://andrewjmeade.com/horror-beneath-the-sands-udk/#comments</comments>
		<pubDate>Sat, 09 Feb 2013 04:00:15 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[UnrealScript]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Full Sail]]></category>
		<category><![CDATA[Full Sail University]]></category>
		<category><![CDATA[Material Editor]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[Red Bull]]></category>
		<category><![CDATA[Single Player]]></category>
		<category><![CDATA[Static Mesh]]></category>
		<category><![CDATA[Teamwork]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=609</guid>
		<description><![CDATA[Horror Beneath The Sands was a Full Sail University Final Project game Built With UDK. Over the course of four months of development and testing, we designed a 15-20 minute 2.5D Platforming game. My main job was production and design. As Producer, I managed our asset pipeline, scheduling, workflow, and job allocation. I would host multiple meetings [...]]]></description>
				<content:encoded><![CDATA[<p>Horror Beneath The Sands was a Full Sail University Final Project game Built With UDK.</p>
<p>Over the course of four months of development and testing, we designed a 15-20 minute 2.5D Platforming game. My main job was production and design.</p>
<p>As Producer, I managed our asset pipeline, scheduling, workflow, and job allocation. I would host multiple meetings a week and keep the team updated through email and text. I also implemented naming conventions and and managed our backlogs.</p>
<p>As Technical Designer, I worked along Andrew Gaubatz and the Full Sail lab techs in implementing custom game scripts. Major scripted work I participated in was Metal Boots, world parameters (such as gravity, damage, and speed), and asset implementation.</p>
<p>As Level Designer, I worked to keep the aesthetics of each level consistent. I also solely designed both the tutorial and final levels. The final level was a moving platform that the player needed to keep up with while avoiding obstacles and platforming the environment.</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='345' src='http://www.youtube.com/embed/M_mcq3l2_74?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>

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<p>The Team:</p>
<p><strong>FSGD Team</strong></p>
<p>James Ashmore – Level Designer</p>
<p>Andrew Gaubatz – Narrative and Technical Designer</p>
<p>Andrew Meade – Team Lead, Level Designer, and Technical Designer</p>
<p>Dustin Thorn – Level Designer</p>
<p><strong>Asset Team</strong></p>
<p>Mary Chadbourne &#8211; Composer</p>
<p>Jake Gilbert &#8211; 3D Artist</p>
<p>Zawadi Kirksey-Lamb – 3D Artist</p>
<p>Josh MacDonald &#8211; Graphic Artist</p>
<p>Heather Plunkard – Audio Engineer</p>
<p>John Ryan – Composer</p>
<p>Victor Sosa &#8211; Environmental Artist</p>
<p>&nbsp;</p>
<p>Time To Build: 4 Months</p>
<p>&nbsp;</p>
<p>Tools Used:</p>
<p>Horror Beneath The Sands is proudly “Built With UDK”. Alongside UDK, we are also working in the following programs across both Windows 7/8 and Mac OS:</p>
<ul>
<li>Perforce</li>
<li>Visual Studio 2008</li>
<li>nFringe</li>
<li>Microsoft Word</li>
<li>Microsoft Powerpoint</li>
<li>Microsoft Excel</li>
<li>Microsoft Visio</li>
<li>Google Docs</li>
<li>Skype</li>
<li>Dropbox</li>
<li>Adobe Photoshop CS5</li>
<li>Adobe AfterEffects</li>
<li>GIMP</li>
<li>Google Hangouts</li>
<li>Wiggio</li>
<li>Maya</li>
<li>3DS Max</li>
<li>Blender</li>
<li>ActionScript 2/3</li>
<li>Adobe Flash</li>
</ul>
]]></content:encoded>
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		<title>Shepherd&#8217;s Heart &#8211; Global Game Jam &#8217;13 (Xbox 360, Windows)</title>
		<link>http://andrewjmeade.com/shepherds-heart-global-game-jam-13-xbox-360-windows/</link>
		<comments>http://andrewjmeade.com/shepherds-heart-global-game-jam-13-xbox-360-windows/#comments</comments>
		<pubDate>Wed, 06 Feb 2013 02:48:33 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Full Sail University]]></category>
		<category><![CDATA[GGJ13]]></category>
		<category><![CDATA[Global Game Jam]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[Shepherd's Heart]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=474</guid>
		<description><![CDATA[Shepherd’s Heart was a game made for the Xbox 360 in 48 hours at the Global Game Jam ’13, hosted by Full Sail University in Orlando, FL. Going into the project, we knew that we wanted to do something for the Xbox 360, so we scoped our project accordingly. We felt that a game built [...]]]></description>
				<content:encoded><![CDATA[<p>Shepherd’s Heart was a game made for the Xbox 360 in 48 hours at the Global Game Jam ’13, hosted by Full Sail University in Orlando, FL.</p>
<p>Going into the project, we knew that we wanted to do something for the Xbox 360, so we scoped our project accordingly. We felt that a game built for the Xbox would be a pretty impressive thing to do in 48 hours, so we mostly focused on getting the tech right, as well as giving the game a degree of polish that GGJ games usually lack. We gave the game a ton of love on the front end, and even had time to push localization live.</p>
<p>As a Designer, Game Jams are an opportunity for me to flex my “Producer” chops, so that’s what I did. Through the course of the project, I helped the game keep scope, acted as a liaison between team members, and provided QA and feedback through playtesting. I also wrote the story.</p>
<p>As the GGJ13 theme was “Heart”, the game is about a heart that is flying through space, dispatching evil mutant bugs that have been disturbing the peace. When the player finally gets to the boss, their goal is to not destroy the boss, but to integrate with it, therefore giving it a heart and healing the galaxy. I know. Silly. Shepherd’s Heart got its name from “Shepherd Satellites”, large objects that skirt a planet’s rings, providing the necessary gravitational pull to keep the ring from breaking apart and go flying into space.</p>
<p><a href="https://dl.dropbox.com/u/11319931/GlobalGameJam.rar">You can download Shepherd’s Heart here for Windows</a>. It requires an Xbox 360 controller to play.</p>
<p>&nbsp;</p>

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<p>&nbsp;</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='345' src='http://www.youtube.com/embed/yPPxq3srudk?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
<p>&nbsp;</p>
<p>The Team:</p>
<p><a href="iaguero@ea.com">Ingrid Aguero</a> - Artist</p>
<p><a href="http://www.kerryallen.com/">Kerry Allen</a> - Producer/Programmer</p>
<p><a href="http://marychadbourne.wordpress.com">Mary Chadbourne</a> - Audio/Music</p>
<p>Anna Maria DiMasi &#8211; Artist</p>
<p><a href="sempiternalgames.com">Brett Green</a> - Programmer</p>
<p><a href="http://marksmanaudio.com">Chris Marks</a> - Audio</p>
<p>Aaron I. McDonald &#8211; Artist</p>
<p><a href="http://www.linkedin.com/pub/heather-plunkard/4a/616/272">Heather Plunkard</a> - Audio</p>
<p><a href="http://jcricks.com">Joe Ricks</a> - Programmer</p>
<p><a href="http://ajrodz88.wix.com/alexrodriguez">Alex Rodriguez</a> - Programmer</p>
<p>Robert Stewart &#8211; Programmer</p>
<p>&nbsp;</p>
<p><a href="http://team-of-legends.com/">You can also visit the team site as we blogged live from the Game Jam. </a></p>
<p>&nbsp;</p>
<p>Time To Build: 48 Hours</p>
<p>Tools Used By Me: Excel, Word, XNA, Tortoise</p>
]]></content:encoded>
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		<title>Forward Observer: Echo (UDK)</title>
		<link>http://andrewjmeade.com/forward-observer-echo-udk/</link>
		<comments>http://andrewjmeade.com/forward-observer-echo-udk/#comments</comments>
		<pubDate>Sun, 02 Sep 2012 03:59:39 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Static Mesh]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=295</guid>
		<description><![CDATA[This is a level that I made in three days. I wanted to do something that was mostly static mesh, so that&#8217;s what I did! It is composed of mostly UDK assets, although some public domain and personal assets are used as well. Forward Observer: Echo is meant to represent a section of a large [...]]]></description>
				<content:encoded><![CDATA[<p>This is a level that I made in three days. I wanted to do something that was mostly static mesh, so that&#8217;s what I did! It is composed of mostly UDK assets, although some public domain and personal assets are used as well.</p>
<p>Forward Observer: Echo is meant to represent a section of a large single-player experience.</p>

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<p>Time To Build: 3 Days</p>
<p>Tools Used: UDK, Maya, Photoshop</p>
]]></content:encoded>
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		<title>Sludgeworks Echo (UDK)</title>
		<link>http://andrewjmeade.com/sludgeworks-echo-udk/</link>
		<comments>http://andrewjmeade.com/sludgeworks-echo-udk/#comments</comments>
		<pubDate>Sun, 02 Sep 2012 03:58:03 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=301</guid>
		<description><![CDATA[Sludgeworks Echo is the spiritual predecessor to the more fully realized &#8220;Forward Observer: Echo&#8221;. This is a very small multiplayer map that I created in just under 8 hours. The map has a main area, a deck, and a basement. In the basement is a portal that can shoot the player back up to the [...]]]></description>
				<content:encoded><![CDATA[<p>Sludgeworks Echo is the spiritual predecessor to the more fully realized &#8220;Forward Observer: Echo&#8221;. This is a very small multiplayer map that I created in just under 8 hours. The map has a main area, a deck, and a basement. In the basement is a portal that can shoot the player back up to the deck. This map is fully ready to go for multiplayer.</p>

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<p>Time To Build: 8 Hours</p>
<p>Tools Used: UDK, Kismet</p>
]]></content:encoded>
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		<title>Terminal Derailed (UDK)</title>
		<link>http://andrewjmeade.com/terminal-derailed-udk/</link>
		<comments>http://andrewjmeade.com/terminal-derailed-udk/#comments</comments>
		<pubDate>Sun, 02 Sep 2012 03:57:58 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[BSP]]></category>
		<category><![CDATA[Full Sail]]></category>
		<category><![CDATA[Material Editor]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Single Player]]></category>
		<category><![CDATA[Static Mesh]]></category>
		<category><![CDATA[Teamwork]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=311</guid>
		<description><![CDATA[Terminal Derailed is a single-player level, set within a third person shooter environment. The goal is for the player to infiltrate the (seemingly) locked train station, make their way to the train, clear the rubble, and take it to the next destination. The player must fight enemies, find weapons/powerups, and make it to the train. [...]]]></description>
				<content:encoded><![CDATA[<p>Terminal Derailed is a single-player level, set within a third person shooter environment. The goal is for the player to infiltrate the (seemingly) locked train station, make their way to the train, clear the rubble, and take it to the next destination. The player must fight enemies, find weapons/powerups, and make it to the train. Terminal Derailed was developed by a four-man team over one month.</p>
<p>My chief job was Level Design. I am responsible for 90% of the backdrop and terrain. I also did BSP work and meshes. I also spearheaded most of the materials, in an effort to keep a consistent theme for the entire level. Nothing, however, was a complete solo effort, as there was one other team-member who was also concerning himself with meshes and BSP.</p>

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<p>The Team:</p>
<p>Andrew Meade</p>
<p><a href="http://ampace.wordpress.com">Andrew Pace</a></p>
<p><a href="http://mjrodriguez1983.wordpress.com">Matt Rodriguez</a></p>
<p><a href="http://www.linkedin.com/pub/aaron-warren/50/157/aab">Aaron Warren</a></p>
<p>&nbsp;</p>
<p>Time To Build: One Month</p>
<p>Tools Used (By Me): UDK, Photoshop, Whiteboard</p>
]]></content:encoded>
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		<item>
		<title>Do The Deux &#8211; MolyJam12 (UDK)</title>
		<link>http://andrewjmeade.com/do-the-deux-molyjam12-udk/</link>
		<comments>http://andrewjmeade.com/do-the-deux-molyjam12-udk/#comments</comments>
		<pubDate>Sun, 02 Sep 2012 03:56:39 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[UnrealScript]]></category>
		<category><![CDATA[48 Hours]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[MolyJam]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Whiteboard]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=320</guid>
		<description><![CDATA[Do The Deux was a game made for MolyJam12, a 48 hour game jam centered around the fictional works of the faux Peter Molyneux, Peter &#8220;Molydeux&#8221;. The constraints of the contest were centered around theming games around his tweets, so we chose to make a platformer where the player is searching for the green pixel. [...]]]></description>
				<content:encoded><![CDATA[<p>Do The Deux was a game made for MolyJam12, a 48 hour game jam centered around the fictional works of the faux Peter Molyneux, Peter &#8220;Molydeux&#8221;. The constraints of the contest were centered around theming games around his tweets, so we chose to make a platformer where the player is searching for the green pixel. I was the sole Designer/Programmer of the project, and put out all the content in under 48 hours. I was responsible for all Kismet, UnrealScript, Mechanics, Level Design, and more!</p>
<p>I take credit mostly for implementation, however. I was in a great little team of guys that were fantastic with brainstorming, and coming up with key gameplay moments.</p>

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<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='345' src='http://www.youtube.com/embed/9LpcTQ2PCwc?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
<p>The Team:</p>
<p>Steven Belowski &#8211; Audio/FX<br />
Andrew Meade &#8211; Design/Programming<br />
<a href="http://www.linkedin.com/pub/john-ryan/21/138/bbb">John Ryan &#8211; Audio/Narrative</a><br />
<a href="http://www.linkedin.com/in/victorsosa">Victor Sosa &#8211; Art/Modeling</a></p>
<p>Time To Build: 48 Hours</p>
<p>Tools Used (By Me): UDK, Kismet, UnrealScript, Photoshop, Whiteboard</p>
<p><a href="https://dl.dropbox.com/u/11319931/UDKInstall-DoTheDeux.zip">Download Link</a></p>
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		<title>Tundra (Unity)</title>
		<link>http://andrewjmeade.com/tundra-unity/</link>
		<comments>http://andrewjmeade.com/tundra-unity/#comments</comments>
		<pubDate>Sun, 02 Sep 2012 03:55:28 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Terrain]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=326</guid>
		<description><![CDATA[I&#8217;ve always been a huge fan of Unity&#8217;s terrain editor, so I decided to make a map that focused on that over anything else. Tundra is a first person single-player level scripted in C#. The player must make it to the wreckage of their ship, find that it&#8217;s destroyed, hunt for a tool, and get [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve always been a huge fan of Unity&#8217;s terrain editor, so I decided to make a map that focused on that over anything else. Tundra is a first person single-player level scripted in C#. The player must make it to the wreckage of their ship, find that it&#8217;s destroyed, hunt for a tool, and get the wrench &#8211; only to realize that a wrench can&#8217;t put out a fire! All code and terrain was done by me, and the models were found on the internet.</p>

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<p>Time To Build: 2 Days</p>
<p>Tools Used: Unity, MonoDevelop</p>
]]></content:encoded>
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		<item>
		<title>Ancient Conservatory (UDK)</title>
		<link>http://andrewjmeade.com/ancient-conservatory-udk/</link>
		<comments>http://andrewjmeade.com/ancient-conservatory-udk/#comments</comments>
		<pubDate>Sun, 02 Sep 2012 03:54:08 +0000</pubDate>
		<dc:creator>andrewjmeade</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Hourences]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Whiteboard]]></category>

		<guid isPermaLink="false">http://andrewjmeade.com/?p=336</guid>
		<description><![CDATA[For this level, I was tasked with elaborating on a concept that was already given to us. Working off a pre-existing level created by UDK Svengali Hourences, I built this hallway and conservatory as a completely original and independent addition to the already supplied resource. Time To Build: 2 Days Tools Used: UDK, Kismet, Whiteboard]]></description>
				<content:encoded><![CDATA[<p>For this level, I was tasked with elaborating on a concept that was already given to us. Working off a pre-existing level created by UDK Svengali Hourences, I built this hallway and conservatory as a completely original and independent addition to the already supplied resource.</p>

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<p>Time To Build: 2 Days</p>
<p>Tools Used: UDK, Kismet, Whiteboard</p>
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