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      <image:title>Work - FC25 - 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>Work - FC26 - Make it stand out</image:title>
      <image:caption>High Contrast Mode In-Game</image:caption>
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      <image:title>Work - FC26 - Make it stand out</image:title>
      <image:caption>High Contrast Mode Settings</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5eefce8a08a3625954480f66/1593383369827-S84UPRLZGF17Q5F6SPLH/jaguarboy.JPG.png</image:loc>
      <image:title>Work - La Voz del Jaguar - The first challenge as a Game Designer in this project was to create a set of mechanics by which the character presented in the book could fit in the context of a platformer. In the book, the character’s Call to Adventure is the roar of the Jaguar Spirit. He has to face a series of spiritual challenges in order to find the source of the roar. For the game, we wanted the player to have the option to switch between the boy and the jaguar, both with different abilities that the player had to unlock throughout the gameplay, thus, giving the game the Metroidvania style that we wanted the game to have.</image:title>
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      <image:title>Work - La Voz del Jaguar - In this first iteration of the mechanics, the boy could jump, walk, climb walls, slide, and move objects in the world. The jaguar could wall jump and dash. A double jump could be performed when switching between characters in mid-air. After a lot of play testing and evaluation of the game, we decided to change the boy-jaguar changing at will mechanic as the players will rather play as a Jaguar for the full length of the experience and for the design, the boy abilities and constraints were an important factor to keep the game balanced between the slower puzzles sections and the fast paced ones. We gave the boy the ability to earn the spiritual power from the jaguar to make him powerful and use it only when the spiritual bar was filled after collecting a certain amount of collectibles, so that the player couldn’t abuse this ability.</image:title>
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      <image:title>Work - La Voz del Jaguar - As a Metroidvania style game, its levels needed to be designed in such a way that there was a high replayability factor. We created a skill tree divided into three different branches each with different sets of abilities that the player could choose along with the gameplay. The first branch was for combat, the second was for speed and agility and the third was for spiritual abilities.</image:title>
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      <image:title>Work - La Voz del Jaguar</image:title>
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      <image:title>Work - La Voz del Jaguar</image:title>
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    <loc>https://www.santiagosotomayor.com/work/drawstory3d</loc>
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    <lastmod>2020-11-11</lastmod>
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    <loc>https://www.santiagosotomayor.com/work/ekko</loc>
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    <lastmod>2020-11-11</lastmod>
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      <image:title>Work - Ekko: Occlude the Void</image:title>
      <image:caption>Once the core mechanic was established, the design team started designing totems that could have different movements depending on their shape and color to add a layer of complexity to the game. Some of the totems move straight while others change direction once they collide with a wall. Now, the player had to think more thoroughly about where to place the totems on the board, as they all had different behaviors.</image:caption>
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      <image:title>Work - Ekko: Occlude the Void - Finally, After 6 months of development, we launched our game in the App Store. Ekko was well received by the audience and we were featured as Game of the Day in the App Store and was a finalist in the Google Play LATAM indie game festival 2018.</image:title>
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