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    <loc>https://www.matthewaquino.com/blog/senior-production-making-it-through-midmortems-and-onboarding-new-members</loc>
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      <image:title>Blog - Senior Production - Approaching Greenlight</image:title>
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      <image:title>Blog - Senior Production - Approaching Greenlight</image:title>
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    <loc>https://www.matthewaquino.com/blog/senior-production-moving-through-greenlight-and-an-in-depth-look-at-the-tool-lens</loc>
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      <image:title>Blog - Senior Production - Moving Through Greenlight, and an In-Depth Look at the Tool Lens</image:title>
      <image:caption>What the player initially sees in a scene</image:caption>
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      <image:title>Blog - Senior Production - Moving Through Greenlight, and an In-Depth Look at the Tool Lens</image:title>
      <image:caption>A new path and key have appeared</image:caption>
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    <loc>https://www.matthewaquino.com/blog/what-ive-been-up-to</loc>
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    <lastmod>2021-08-03</lastmod>
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    <loc>https://www.matthewaquino.com/contact</loc>
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    <loc>https://www.matthewaquino.com/about</loc>
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    <lastmod>2022-02-24</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5e4c4a6d7df2d837c67602f2/1633298915120-EYE7IM9GFYNTZOMRVO5M/02-03+Champlain+10.jpg</image:loc>
      <image:title>About - Enthusiastic and hardworking Software Engineer with a strong interest in gameplay systems and graphics programming.</image:title>
      <image:caption>Skills: C, C++ - Proficient Unity, C# - Proficient Unreal Engine 4 - Developing Linear Algebra, Calculus, 3D Math - Proficient Visual Studio - Proficient OpenGL, GLSL - Proficient Vulkan - Developing Education: Champlain College, Burlington, VT 2016-2020 B.S. Game Programming, Minor in Mathematics Favorite Game Franchises: Devil May Cry, Metal Gear Solid, The Legend of Zelda Download my resume here!</image:caption>
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    <loc>https://www.matthewaquino.com/projects/camera-shy</loc>
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    <lastmod>2021-01-07</lastmod>
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    <loc>https://www.matthewaquino.com/projects/snowball-showdown</loc>
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    <lastmod>2020-10-22</lastmod>
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      <image:title>Projects - Snowball Showdown</image:title>
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    <loc>https://www.matthewaquino.com/projects/opengl-3d-renderer</loc>
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    <lastmod>2021-01-07</lastmod>
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      <image:title>Projects - OpenGL 3D Renderer - Forward Rendering</image:title>
      <image:caption>Loads in an OBJ model and performs lighting calculations using the forward rendering path. 5 point lights positioned at each candle, and the cauldron in the center, to give the environment more ambiance</image:caption>
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      <image:title>Projects - OpenGL 3D Renderer</image:title>
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      <image:title>Projects - OpenGL 3D Renderer - Deferred Rendering</image:title>
      <image:caption>Deferred rendering is a multi-render pass technique which uses a set of render targets called a G-Buffer, and delays lighting calculations until the final image has been rendered. We create an offscreen framebuffer object with multiple color attachments and a depth attachment for the G-buffer. In the first pass, we render the scene without any lighting and store the object’s vertex positions, normals, and albedo texture in different attachments. Now that we know what the final scene looks like, with all of the geometry now in place, we can do our lighting calculations in a second pass on the finalized scene. This prevents us from doing any extra calculations on parts of the scene that may otherwise be covered by different geometry. This is also helpful for areas with lots of geometry, as performing lighting calculations are expensive on performance, so we minimize what we decide to do lighting on.</image:caption>
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