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  <url>
    <loc>http://samwallach.com/marvelpuzzlequest</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538524598708-V5GC8FQVT75O6CTLEBF8/PuzzleQuest_DocOck.jpg</image:loc>
      <image:title>Marvel Puzzle Quest - Marvel Puzzle Quest</image:title>
      <image:caption>- Designed and worked on new characters - Including designing new 5-Star character Doctor Octopus Classic - Rebalanced existing characters - Designed new live events Including Spider-Man: Homecoming boss event Spider-Man vs The Sinister Six. Designed Doctor Octopus boss encounter, widely praised as the best of the event - Scheduled and ran live events - Used analytics and player feedback to drive design Marvel Puzzle Quest is a free-to-play game for IOS, Android, and PC that lets you form a team of your favorite Marvel heroes and villains to duke it out in match-3 battle action! It features live PVE and PVP events. I worked on Marvel Puzzle Quest as a design intern designing characters and events, as well as helping keep the schedule of live events running smoothly. I designed Doctor Octopus Classic, a new 5-Star character for the game, as well as giving input on other characters being designed. I created a new special PVE event for the release of the Agent Coulson character and worked on various other events. I worked with another designer to design the well-received Sinister Six boss event to tie into the release of Spider-Man: Homecoming. The event contained six bosses, and the Doctor Octopus boss that I designed was widely praised as the best encounter of the event. Along with new content, I also rebalanced a number of existing characters based on player feedback and gathered data.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538524598708-V5GC8FQVT75O6CTLEBF8/PuzzleQuest_DocOck.jpg</image:loc>
      <image:title>Marvel Puzzle Quest - Marvel Puzzle Quest</image:title>
      <image:caption>- Designed and worked on new characters - Including designing new 5-Star character Doctor Octopus Classic - Rebalanced existing characters - Designed new live events Including Spider-Man: Homecoming boss event Spider-Man vs The Sinister Six. Designed Doctor Octopus boss encounter, widely praised as the best of the event - Scheduled and ran live events - Used analytics and player feedback to drive design Marvel Puzzle Quest is a free-to-play game for IOS, Android, and PC that lets you form a team of your favorite Marvel heroes and villains to duke it out in match-3 battle action! It features live PVE and PVP events. I worked on Marvel Puzzle Quest as a design intern designing characters and events, as well as helping keep the schedule of live events running smoothly. I designed Doctor Octopus Classic, a new 5-Star character for the game, as well as giving input on other characters being designed. I created a new special PVE event for the release of the Agent Coulson character and worked on various other events. I worked with another designer to design the well-received Sinister Six boss event to tie into the release of Spider-Man: Homecoming. The event contained six bosses, and the Doctor Octopus boss that I designed was widely praised as the best encounter of the event. Along with new content, I also rebalanced a number of existing characters based on player feedback and gathered data.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538524598947-TS8XOQDVJNVTT1ZVMFGF/SinisterSix.jpg</image:loc>
      <image:title>Marvel Puzzle Quest</image:title>
      <image:caption>Marvel Puzzle Quest is developed by Demiurge Studios and published by D3Publisher It is available on the App Store, the Play Store, and Steam</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538524598376-6Z5WTEUWH7KMU1BQ85G5/5_marvel_puzzle_quest.jpg</image:loc>
      <image:title>Marvel Puzzle Quest</image:title>
      <image:caption>Marvel Puzzle Quest is a free-to-play game for IOS, Android, and PC that lets you form a team of your favorite Marvel heroes and villains to duke it out in match-3 battle action! It features live PVE and PVP events. I worked on Marvel Puzzle Quest as a design intern designing characters and events, as well as helping keep the schedule of live events running smoothly. I designed Doctor Octopus Classic, a new 5-Star character for the game, as well as giving input on other characters being designed. I created a new special PVE event for the release of the Agent Coulson character and worked on various other events. I worked with another designer to design the well-received Sinister Six boss event to tie into the release of Spider-Man: Homecoming. The event contained six bosses, and the Doctor Octopus boss that I designed was widely praised as the best encounter of the event. Along with new content, I also rebalanced a number of existing characters based on player feedback and gathered data.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/chinmoku</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538676832141-3VHU3AA6C38U6PB6NFMO/ChinmokuTitle.png</image:loc>
      <image:title>Chinmoku - Chinmoku</image:title>
      <image:caption>Winner of MassDigi 2016 Game Challenge: College &amp; Indie Serious - Language-learning horror-mystery game - Created by a team of four in Japan - I designed puzzles and a zoning system to allow for modular design</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538676832141-3VHU3AA6C38U6PB6NFMO/ChinmokuTitle.png</image:loc>
      <image:title>Chinmoku - Chinmoku</image:title>
      <image:caption>Winner of MassDigi 2016 Game Challenge: College &amp; Indie Serious - Language-learning horror-mystery game - Created by a team of four in Japan - I designed puzzles and a zoning system to allow for modular design</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538676668139-8YGMIYRUGKK8KKHKN378/image-asset.jpeg</image:loc>
      <image:title>Chinmoku</image:title>
      <image:caption>Credit to Dillon DeSimone (an artist for Chinmoku) for the trailer. His Site can be found here Chinmoku is a language-learning horror-mystery game where you must learn the basics of the Japanese Hiragana alphabet in order to solve puzzles and fend off monsters. Using an android phone connect to a PC via bluetooth, players can learn to write the Hiragana characters and must learn to write quickly and clearly to survive. I worked with a team of four on this game while in Japan. I served as the puzzle designer and game play programmer. I designed puzzles to both be fun diversions and to help reinforce the learning aspects of the game. I programmed a system to allow for easy and quick creation of new puzzles, along with a zoning system to allow for modular placement of game play elements including puzzles, new camera angles, and other interact-able objects. I also designed and coded various in-game interactions, such as a desktop computer which the player character can use to read in-game email messages. Read about the development of Chinmoku here</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://static1.squarespace.com/static/550def21e4b00ccc1d9c47e3/5bb65776e5e5f0823177dd3c/5bb657b3b30b6852f62d06f5/1538676635232/</image:loc>
      <image:title>Chinmoku</image:title>
      <image:caption />
    </image:image>
    <image:image>
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      <image:title>Chinmoku</image:title>
      <image:caption />
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  </url>
  <url>
    <loc>http://samwallach.com/timbuk-2-son-of-timbuk</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677332763-WO64QKUPZH7KI9SDFFA7/TimbukTitle.png</image:loc>
      <image:title>Timbuk 2: Son of Timbuk - Timbuk 2: Son of Timbuk</image:title>
      <image:caption>- Made in 48 Hours for 2016 Global Game Jam - Exploration-based action-adventure game - What I did: designed and coded the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677332763-WO64QKUPZH7KI9SDFFA7/TimbukTitle.png</image:loc>
      <image:title>Timbuk 2: Son of Timbuk - Timbuk 2: Son of Timbuk</image:title>
      <image:caption>- Made in 48 Hours for 2016 Global Game Jam - Exploration-based action-adventure game - What I did: designed and coded the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677332177-6LD0W17549D84PUJWSO9/screenshot1_219.png</image:loc>
      <image:title>Timbuk 2: Son of Timbuk</image:title>
      <image:caption>Timbuk 2: Son of Timbuk is a Barbarian-themed, exploration-based action adventure game in the vein of Metroid. The world map opens up as you gain new powers that allow you to access new areas. Carve a bloody swath through hordes of enemies to recover your animal companions and the abilities they give you so that you may destroy the evil sorcerer Hank! Timbuk 2 was made in 48 hours for the 2016 Global Game Jam. I designed and coded the game. I started by mapping out the game world on paper first to allow quick prototypes of the various levels, and then built them after. This meant that levels could be designed quickly, and once implemented in-game they needed very little reworking. This allowed the game to be bigger than games I had previously made during game jams with similar time restraints. The advance planning also allowed the game to give a sense of exploration and adventure, despite the small scale by allowing for a compact and connected map. The game was made using Game Maker Studio. Download Timbuk 2: Son of Timbuk here Download the Source for Timbuk 2 here</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/hackexe</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677682513-1X1N95QVVR9FYM11DJV9/cutthroat_gamejam_screenshot1.png</image:loc>
      <image:title>Hack.exe - Hack.exe</image:title>
      <image:caption>First Prize winner of WPI Game Developer's Association's Cutthroat Game Jam - First-person hack-em-up designed in 48 hours for Cutthroat Game Jam - Presents players with a series of simple puzzles to solve using novel commands - What I did: designed, wrote, and coded the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677682513-1X1N95QVVR9FYM11DJV9/cutthroat_gamejam_screenshot1.png</image:loc>
      <image:title>Hack.exe - Hack.exe</image:title>
      <image:caption>First Prize winner of WPI Game Developer's Association's Cutthroat Game Jam - First-person hack-em-up designed in 48 hours for Cutthroat Game Jam - Presents players with a series of simple puzzles to solve using novel commands - What I did: designed, wrote, and coded the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677683920-FARGU8FJ6S8P8BBVX747/cutthroat_gamejam_screenshot2.png</image:loc>
      <image:title>Hack.exe</image:title>
      <image:caption>Use your elite, arm-flailing hacking skills to support Agent Cobra so he can stop the nuclear launch! Equipped with the highest tech computers around, and the swiveliest of chairs, only you can break through security to open the door to the control room. I designed, coded, and wrote this game for the WPI Game Developer's Association's Cutthroat Game Jam in late 2015. it was made in Unreal Engine 4. I wanted to make a simple, funny hacking game and so I took inspiration from text-adventure games. The player must solve puzzles using a number of commands available to them, with the main challenge being to figure out what each command does.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/run</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677850896-BN47ZZQXYV1G6V0RGRDN/run2.png</image:loc>
      <image:title>Run! - Run!</image:title>
      <image:caption>- A fast-paced death-defying platformer for one or two players - Traps are often well hidden, but careful attention to environmental clues allows players to predict and avoid traps - A rolling boulder chasing the player exists not only as homage to the classic movie scene, but to forcibly set the fast pace of the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677850896-BN47ZZQXYV1G6V0RGRDN/run2.png</image:loc>
      <image:title>Run! - Run!</image:title>
      <image:caption>- A fast-paced death-defying platformer for one or two players - Traps are often well hidden, but careful attention to environmental clues allows players to predict and avoid traps - A rolling boulder chasing the player exists not only as homage to the classic movie scene, but to forcibly set the fast pace of the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538677865982-E0LOQ3BI2HBXF5W0TU21/run1.png</image:loc>
      <image:title>Run!</image:title>
      <image:caption>The only thing standing between you and fame and fortune is one small temple filled to the brim with deadly traps! Adventure alone or with a friend, but be warned: only one can make it out alive! (2 player mode requires a gamepad). I designed and coded Run! as part of a 2014 game jam hosted by the WPI Game Development Association. Run! was designed to be an extremely challenging platformer, that required the player to pay careful attention to the environment for clues as to how to avoid traps. Blood splatters and bodies were placed to give clues as to the locations of traps before they activated. Bodies further were meant to give clues as to what the trap might be (a body with a dart in its head indicated a dart trap to slide under, for example.) Download Run here</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/wrongplacewrongtime</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678048936-TNLVKFAUMVN2NLDNSMV1/wrongtime3.png</image:loc>
      <image:title>Wrong Place, Wrong Time - Wrong Place, Wrong Time</image:title>
      <image:caption>- Noir point-and-click adventure made for a 48 hour game jam - Inspired by classic point-and-click adventure games - What I did: wrote, coded, and designed this game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678048936-TNLVKFAUMVN2NLDNSMV1/wrongtime3.png</image:loc>
      <image:title>Wrong Place, Wrong Time - Wrong Place, Wrong Time</image:title>
      <image:caption>- Noir point-and-click adventure made for a 48 hour game jam - Inspired by classic point-and-click adventure games - What I did: wrote, coded, and designed this game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678048409-VEJOBCS1AG28XEPGF2L0/wrongtime2.png</image:loc>
      <image:title>Wrong Place, Wrong Time</image:title>
      <image:caption>Wrong Place, Wrong Time is a noir point-and-click adventure game staring detective Harvey Garfield. After a woman named Scarlet calls his office in a panic, detective Garfield rushes to the agreed upon meeting point. When he arrives, it seems the dame's a no-show. Investigate the area, searching for clues to Scarlet's whereabouts and just maybe you can get to her in time! I wrote and coded this game for a Game Jam run by the WPI Game Developer's Association in mid-2014. It was inspired by classic point-and-click adventure games and was the first game I made that involved so much writing and puzzle design. Designing puzzles for this game led me to think far more deeply about the details of a game's design than I had previously. This game was made using Adventure Game Studio. Download Wrong Place, Wrong Time here</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/starfighter-alliance</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678173912-NLCEHTU0V97QTBKCG96M/starfighter1.png</image:loc>
      <image:title>Starfighter Alliance - Starfighter Alliance</image:title>
      <image:caption>- Space shooter created for Ludum Dare competition - Each death cycles player's character, requiring them to master all three playstyles to succeed - My first entirely solo project - Creating distinct characters that were equally easy to pick up was the biggest design challenge</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678173912-NLCEHTU0V97QTBKCG96M/starfighter1.png</image:loc>
      <image:title>Starfighter Alliance - Starfighter Alliance</image:title>
      <image:caption>- Space shooter created for Ludum Dare competition - Each death cycles player's character, requiring them to master all three playstyles to succeed - My first entirely solo project - Creating distinct characters that were equally easy to pick up was the biggest design challenge</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678192704-FUIWY3Z815UVXOGXHGLW/starfighter1+%281%29.png</image:loc>
      <image:title>Starfighter Alliance</image:title>
      <image:caption>Starfighter Alliance is a space shooter where each death replaces your ship with a different reinforcement. Each ship has a different playstyle, and mastering them all is key to success. Fight space pirates in the unending war for peace in the galaxy! I made this game for a Ludum Dare Competition in August of 2014. This was the first I made entirely by myself; in the past, I had worked with at least an artist. Having completed numerous game jams before, I was very aware of the need to scope a game carefully. Since I am not an experienced artist I opted for a game with simple game play to save time programming and allow myself more time to work on the art. I also chose a game that would not require art that was too complex. Starfighter Alliance was made with Game Maker 8. Download Starfighter Alliance here Download the source for Starfighter Alliance here</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/the-coming-swarm</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678313693-03Y8WDKUNBK8KK2NQ7S1/swarm2.png</image:loc>
      <image:title>The Coming Swarm - The Coming Swarm</image:title>
      <image:caption>- A simple tower defense game, and the first game I worked on to completion - Creating this game allowed me to learn the basic design process, from design document to completed game, allowed me to learn to better work in a team</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678313693-03Y8WDKUNBK8KK2NQ7S1/swarm2.png</image:loc>
      <image:title>The Coming Swarm - The Coming Swarm</image:title>
      <image:caption>- A simple tower defense game, and the first game I worked on to completion - Creating this game allowed me to learn the basic design process, from design document to completed game, allowed me to learn to better work in a team</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1538678334189-AX5Y12PVYT9WGENIBICM/swarm1.png</image:loc>
      <image:title>The Coming Swarm</image:title>
      <image:caption>The Coming Swarm is a simple tower defense game where you must fend of encroaching insectoid aliens while gathering enough scrap metal to harden your defenses. The metal you must collect to win the round is the same as the metal you use to build new defenses, so balancing spending and profit is key. This was the first complete game I worked on, made as a class project in my freshman year at WPI in 2012. While it is a relatively simple game, creating it helped me learn a lot about the basic process of game design, as well as working with a team. Download The Coming Swarm here</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/space</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-09</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1539116750493-6V5FMZXJGC84D89T3FD8/spaceTitle.PNG</image:loc>
      <image:title>Space - Space</image:title>
      <image:caption>- Exercise to design an entire game played with only one button - Goal was to have as little text/direct tutorial as possible - Mechanics taught through level design and audio/visual queues</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1539116750493-6V5FMZXJGC84D89T3FD8/spaceTitle.PNG</image:loc>
      <image:title>Space - Space</image:title>
      <image:caption>- Exercise to design an entire game played with only one button - Goal was to have as little text/direct tutorial as possible - Mechanics taught through level design and audio/visual queues</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1539117477797-VWIJ2LMSL0YK764R1DQW/Space1.PNG</image:loc>
      <image:title>Space</image:title>
      <image:caption>I designed Space as a challenge to myself to make a game that uses only one button. Since the controls weren’t complicated, I also hoped to teach the player how to play without a direct tutorial. The player’s ship constantly falls, and rises up when the space bar is held. While space is held, the ship also charges an attack. When space is released, the ship fires it’s attack and begins to fall again. Through the title “Space” being displayed at the start of the game, players are encouraged to try pressing the space bar and see how that moves their ship. The design of the first level forces the player to fly up long enough to see their weapon charge, and then release to drop down and see how shooting works before any enemies are encountered. As the game progresses, new twists are added, such as enemies that shoot back and enemies that move, with bosses on each level testing the players skill at navigating the newly introduced challenges. I did all the design, code, art, and sound for Space and released it on itch.io in October 2018.</image:caption>
    </image:image>
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      <image:title>Space</image:title>
      <image:caption>Play Space here</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://samwallach.com/portfolio</loc>
    <changefreq>daily</changefreq>
    <priority>1.0</priority>
    <lastmod>2022-05-30</lastmod>
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      <image:title>Portfolio</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1550532025377-RRHIKL3Q39O8G9ZB4RVZ/Demiurge_logo.png</image:loc>
      <image:title>Portfolio</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/550def21e4b00ccc1d9c47e3/1550532043302-TOR6RSSSFOUUZBWANJZB/cf118be29a1aa2b21134aa60f3834801.jpeg</image:loc>
      <image:title>Portfolio</image:title>
    </image:image>
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    <priority>0.75</priority>
    <lastmod>2018-10-09</lastmod>
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    <loc>http://samwallach.com/about</loc>
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    <lastmod>2018-10-11</lastmod>
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