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      <image:title>Level Design Documents/Progress</image:title>
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      <image:caption>Birds Eye View of the block mesh</image:caption>
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      <image:title>Level Design Documents/Progress</image:title>
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      <image:caption>3/4 View of the block mesh</image:caption>
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      <image:title>Level Design Documents/Progress</image:title>
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      <image:title>Level Design Documents/Progress</image:title>
      <image:caption>Leading lines created with torches, rocks, depth of field perception, and a narrowing hallway.</image:caption>
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      <image:title>Level Design Documents/Progress</image:title>
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      <image:title>Level Design Documents/Progress</image:title>
      <image:caption>The first gate in the level, which is the pedestal-activated door. The player must open this door to get out of the first area.</image:caption>
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      <image:title>Level Design Documents/Progress</image:title>
      <image:caption>The second gate in the level, which is a literal gate. The player must find a way to open this if they wish to help the prisoners</image:caption>
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      <image:title>Level Design Documents/Progress</image:title>
      <image:caption>Color Language. We tend to associate blue and green as friendly colors on a mini-map, so I have made the prisoners blue and green.</image:caption>
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      <image:caption>Another example of Color Language. Gamers tend to associate red with danger, hostility, and violence. Thus, I have made the hostiles red.</image:caption>
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      <image:caption>This is the first objective of the level. The player must use the pedestal to open the doors by finding something to replace the artifact.</image:caption>
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      <image:caption>This is one of the three optional objectives. Pictured is an axe and some supple crates that may contain helpful items or extra treasures. The axe is also one of the IPM elements, with tool use being one of the mechanics that will be taught to the player.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/68728a41196cd24581b867f1/40ea363d-201d-4ce0-9faa-b9a0b73ee1b6/ChamroenMoranDhontay_Prisoners.jpg</image:loc>
      <image:title>Level Design Documents/Progress</image:title>
      <image:caption>This is the second of the three optional objectives: free the prisoners from their holding cell. There will be different ways to get into the cell.</image:caption>
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      <image:caption>This is the third and final optional objective: Taking out the hostile camp. While the player can simply try to avoid being detected, it will be harder when the hostiles spot the escaped prisoners.</image:caption>
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      <image:caption>This is the end of the level, which is a ramp to get out of the cave. This also features a leading line using a ramp and torches to guide the player towards the light at the end of the tunnel.</image:caption>
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