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    <loc>https://www.kevinmeek.com/blog/2013/5/16/changes-come</loc>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2012/5/13/see-the-light-in-the-distance.html</loc>
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    <lastmod>2013-05-17</lastmod>
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      <image:title>blog - See the light in the distance</image:title>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2012/2/21/tell-me-is-it-wonderful.html</loc>
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    <lastmod>2013-05-17</lastmod>
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      <image:title>blog - Tell me, is it wonderful ...</image:title>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2011/11/26/you-cant-push-it-underground.html</loc>
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    <lastmod>2013-05-17</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2011/10/29/it-took-me-all-this-time.html</loc>
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    <lastmod>2013-05-17</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2011/8/22/my-ears-are-tired-of-all-the-pictures-in-the-words.html</loc>
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    <lastmod>2013-05-17</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2011/8/8/all-we-are-is-entertainment.html</loc>
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    <lastmod>2013-05-17</lastmod>
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      <image:title>blog - All we are is entertainment...</image:title>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/2011/7/18/i-saw-a-magician-cut-you-in-half-so-bloodless.html</loc>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2011/7/14/and-everyone-lives-to-tell-the-tale.html</loc>
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    <lastmod>2013-05-17</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2011/4/17/one-of-many-possible-responses.html</loc>
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    <lastmod>2011-04-17</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2010/2/23/s-s.html</loc>
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    <lastmod>2011-07-15</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2010/2/20/standing-in-the-middle-of-yesterday.html</loc>
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    <lastmod>2013-05-17</lastmod>
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      <image:title>blog - Standing in the middle of yesterday...</image:title>
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      <image:title>blog - Standing in the middle of yesterday...</image:title>
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      <image:title>blog - Standing in the middle of yesterday...</image:title>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2009/11/17/if-youre-still-impressed-with-what-you-did-yesterday.html</loc>
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    <lastmod>2011-08-08</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2009/9/18/suspension-bridge.html</loc>
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    <lastmod>2009-09-18</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2009/9/10/view-from-the-27th.html</loc>
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    <lastmod>2009-09-10</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2009/7/30/reckless-abandon.html</loc>
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    <lastmod>2009-07-31</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2009/4/12/new-computer.html</loc>
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    <lastmod>2009-04-13</lastmod>
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  <url>
    <loc>https://www.kevinmeek.com/blog/2009/2/21/new-sexified-desktop.html</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2009-02-23</lastmod>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/2009/2/8/first-entry.html</loc>
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    <priority>0.5</priority>
    <lastmod>2009-02-08</lastmod>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/lifehacker</loc>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/meek</loc>
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  <url>
    <loc>https://www.kevinmeek.com/blog/tag/razor+2</loc>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/mac+envy</loc>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/espiox</loc>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/background</loc>
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  <url>
    <loc>https://www.kevinmeek.com/blog/tag/rocketdock</loc>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/desktop</loc>
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  <url>
    <loc>https://www.kevinmeek.com/blog/tag/geosans</loc>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/xp+theme</loc>
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  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/rainmeter</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/blog/tag/kevin</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/portfolio-folder</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-05-04</lastmod>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/transverse</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2015-06-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1413242745060-CIAO8YG6ZF2OVT51Z43K/transverse_stationFull</image:loc>
      <image:title>Transverse</image:title>
      <image:caption>I lit the space station and all of the space scenes throughout the trailer.  I was also the art outsourcing manager, where I provided feedback, set up the pipeline, and oversaw the modeling and texturing of the station and its parts.  Additionally I created the initial skybox shader system.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1413242768307-218M8IXL6385E477X6BQ/transverse_takeoffLighting</image:loc>
      <image:title>Transverse</image:title>
      <image:caption>I lit the on-planet takeoff sequence which featured these floating platforms, two suns, and multiple planets in the sky.  I also did some world building and supplemental modeling for this scene.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1413241958330-5JIR33PSIHIFQ7KLKF5R/transverse_barEmpty01.jpg</image:loc>
      <image:title>Transverse - Dusty's Bar Lighting</image:title>
      <image:caption>I lit the interior bar scene which featured many neon lights, TVs, emergency ship lighting, and holes/windows to the outside desert.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1413241958667-J9337W3K6558SZ5EAH7Y/transverse_barOccupied.jpg</image:loc>
      <image:title>Transverse - Dusty's Bar Lighting</image:title>
      <image:caption>I lit the interior bar scene which featured many neon lights, TVs, emergency ship lighting, and holes/windows to the outside desert.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1418013619019-G7D456USD8OC3X86NRFB/transverse_epee_left.jpg</image:loc>
      <image:title>Transverse - Epee Cockpit</image:title>
      <image:caption>I modeled the cockpit for the Epee (human) fighters.  The cockpit is seen from a pilots point of view, as well as from the outside of the canopy looking inward, so the majority of the detail went to the console and behind the pilot's seat.   Most small details were to be added through nDo during the texturing process, however due to time constraints that was never completed.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1418013624966-SGIWI0KOTVIF348JJCJ3/transverse_epee_right.jpg</image:loc>
      <image:title>Transverse - Epee Cockpit</image:title>
      <image:caption>I modeled the cockpit for the Epee (human) fighters.  The cockpit is seen from a pilots point of view, as well as from the outside of the canopy looking inward, so the majority of the detail went to the console and behind the pilot's seat.   Most small details were to be added through nDo during the texturing process, however due to time constraints that was never completed.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/classickitchen</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-05-12</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367900491974-W7EY76TR7G5K7R2NNMUI/kitchen_01.jpg</image:loc>
      <image:title>classic kitchen - Classic Kitchen</image:title>
      <image:caption>This transitional style kitchen was created as a 4th year project in my Architectural and Environmental modeling class in 2008.     Modeled, lit, and rendered in 3ds Max.  Textures created in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1368155872907-ZPRXEFFMJ1HX647C4EW4/kitchen_02.jpg</image:loc>
      <image:title>classic kitchen - Classic Kitchen</image:title>
      <image:caption>This transitional style kitchen was created as a 4th year project in my Architectural and Environmental modeling class in 2008.     Modeled, lit, and rendered in 3ds Max.  Textures created in Photoshop.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/bio</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-11-27</lastmod>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/contact</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-02-15</lastmod>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/mwo</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-10-13</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367901209772-CMIB065MNN1IC0G43C74/mechlab_01.jpg</image:loc>
      <image:title>MechWarrior Online - Mechlab - Video Version</image:title>
      <image:caption>Early in the development of MechWarrior Online, I led a small team in the additional creation of the initial teaser trailer.  This trailer served as the first look at MechWarrior Online in CryEngine.   Working from a concept piece, I modeled, textured, assembled, and lit, the Mechbay. I later repurposed this video Mechbay to work as the Mechlab (garage) in game. The Dropship Trailer can be found below.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384816698861-SK9YIV4HGT9LD71HOSTJ/mechlab_02.jpg</image:loc>
      <image:title>MechWarrior Online - Mechlab - Video Version</image:title>
      <image:caption>Early in the development of MechWarrior Online, I led a small team in the additional creation of the initial teaser trailer.  This trailer served as the first look at MechWarrior Online in CryEngine.   Working from a concept piece, I modeled, textured, assembled, and lit, the Mechbay. I later repurposed this video Mechbay to work as the Mechlab (garage) in game. The Dropship Trailer can be found below.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384802217479-TO0KQWUJ924NN2GBC4PN/mwo_ramp_a.jpg</image:loc>
      <image:title>MechWarrior Online - Terrace Platform with Ramps</image:title>
      <image:caption>I modeled and textured this multi-tiered ramp &amp; platform area with industrial funiculars.  This section of the level is used to transition from the train tunnel route up to the high point of the city, so it is a frequently used choke point with interesting vertical gameplay challenges.  There was very little surface area given in order to make the high vertical transition, originally designed as a single giant steep ramp - I pitched this terraced style multi-ramp play space to feel more natural while also providing a more interesting play space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384802217627-5ICWWL314JTSKR0F6GNU/mwo_ramp_b.jpg</image:loc>
      <image:title>MechWarrior Online - Terrace Platform with Ramps</image:title>
      <image:caption>I modeled and textured this multi-tiered ramp &amp; platform area with industrial funiculars.  This section of the level is used to transition from the train tunnel route up to the high point of the city, so it is a frequently used choke point with interesting vertical gameplay challenges.  There was very little surface area given in order to make the high vertical transition, originally designed as a single giant steep ramp - I pitched this terraced style multi-ramp play space to feel more natural while also providing a more interesting play space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384802218757-A1AUHQKDQ8DXTRY05012/mwo_ramp_c.jpg</image:loc>
      <image:title>MechWarrior Online - Terrace Platform with Ramps</image:title>
      <image:caption>I modeled and textured this multi-tiered ramp &amp; platform area with industrial funiculars.  This section of the level is used to transition from the train tunnel route up to the high point of the city, so it is a frequently used choke point with interesting vertical gameplay challenges.  There was very little surface area given in order to make the high vertical transition, originally designed as a single giant steep ramp - I pitched this terraced style multi-ramp play space to feel more natural while also providing a more interesting play space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384808739475-XXGIV8839ED2MOSO2PCY/mwo_canyonbridge_a.jpg</image:loc>
      <image:title>MechWarrior Online - Canyon Bridges and Tower</image:title>
      <image:caption>In addition to global art beatification, world building, and lighting for Canyon Network, I also needed to model a number of gameplay sensitive objects.  I modeled and textured the rock bridges, creating them in 3 pieces so that they would crash together easily to span different distances.  I also modeled and crash kitted the large landmark radio tower / microwave tower / tuning fork.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384808738699-1GQSYLP7TGTCMBOC05DR/mwo_canyonbridge_b.jpg</image:loc>
      <image:title>MechWarrior Online - Canyon Bridges and Tower</image:title>
      <image:caption>In addition to global art beatification, world building, and lighting for Canyon Network, I also needed to model a number of gameplay sensitive objects.  I modeled and textured the rock bridges, creating them in 3 pieces so that they would crash together easily to span different distances.   I also modeled and crash kitted the large landmark radio tower / microwave tower / tuning fork.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384808740141-MIXG6G9R2NPQ9WFUT9ZW/mwo_canyontower_a.jpg</image:loc>
      <image:title>MechWarrior Online - Canyon Bridges and Tower</image:title>
      <image:caption>In addition to global art beatification, world building, and lighting for Canyon Network, I also needed to model a number of gameplay sensitive objects.  I modeled and textured the rock bridges, creating them in 3 pieces so that they would crash together easily to span different distances.   I also modeled and crash kitted the large landmark radio tower / microwave tower / tuning fork.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384808740703-BTY9O6AV4SNVA32T6S03/mwo_canyontower_b.jpg</image:loc>
      <image:title>MechWarrior Online - Canyon Bridges and Tower</image:title>
      <image:caption>In addition to global art beatification, world building, and lighting for Canyon Network, I also needed to model a number of gameplay sensitive objects.  I modeled and textured the rock bridges, creating them in 3 pieces so that they would crash together easily to span different distances.   I also modeled and crash kitted the large landmark radio tower / microwave tower / tuning fork.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815586352-6LPN6N7BJM8WNOEVXJSI/mwo_lighting_canyon_a.jpg</image:loc>
      <image:title>MechWarrior Online - Canyon Network</image:title>
      <image:caption>After releasing a number of low visibility, or highly alien lighting schemes, I wanted make sure that I didn't overpower the natural beauty of Canyon Network, and created a nice clear mid-morning lighting scheme.  I cranked the sun size and god rays, added a tint of mauve to the atmosphere, and created two additional planets for the skybox to re-alien-ify it just a touch. Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815586276-V74DGC4OJNXS7LX5Z9VL/mwo_lighting_canyon_b.jpg</image:loc>
      <image:title>MechWarrior Online - Canyon Network</image:title>
      <image:caption>After releasing a number of low visibility, or highly alien lighting schemes, I wanted make sure that I didn't overpower the natural beauty of Canyon Network, and created a nice clear mid-morning lighting scheme.  I cranked the sun size and god rays, added a tint of mauve to the atmosphere, and created two additional planets for the skybox to re-alien-ify it just a touch. Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815588414-7YEFGIMWB5F9NRMVRMD2/mwo_lighting_caustic_a.jpg</image:loc>
      <image:title>MechWarrior Online - Caustic Valley</image:title>
      <image:caption>I probably took the lighting for Caustic Valley through more iterations than any other level.  A planet choking on its greenhouse gasses, providing that balance between player-wanted visibility and Kevin-wanted haze, while making sure that the entire world wasn't just a muddy giant green wash took a few tries.  Less dense global fog, with more localized fog pockets and a highly scattered sun finally checked all the boxes for visibility and color contrast, while maintaining the thick atmosphere we were after.  Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815588508-IZ101VCPO7ZYTIVI8TAR/mwo_lighting_caustic_b.jpg</image:loc>
      <image:title>MechWarrior Online - Caustic Valley</image:title>
      <image:caption>I probably took the lighting for Caustic Valley through more iterations than any other level.  A planet choking on its greenhouse gasses, providing that balance between player-wanted visibility and Kevin-wanted haze, while making sure that the entire world wasn't just a muddy giant green wash took a few tries.  Less dense global fog, with more localized fog pockets and a highly scattered sun finally checked all the boxes for visibility and color contrast, while maintaining the thick atmosphere we were after.  Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815590127-MGL8UQPDI2F1EE8FMBKB/mwo_lighting_crimson_a.jpg</image:loc>
      <image:title>MechWarrior Online - Crimson Strait</image:title>
      <image:caption>The aim for Crimson Strait was to add lighting depth through atmospheric moisture, while maintaining relatively clear sightlines.  I also threw some extra color in the sun and sky to complement the red tide water that surrounds the majority of the level. Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815590323-ELN0GMPGVA1JKUUE6FUE/mwo_lighting_forest_a.jpg</image:loc>
      <image:title>MechWarrior Online - Forest Colony</image:title>
      <image:caption>Our first map (other than the dropship video), Forest Colony went through a number of style changes before it found its home as an all too familiar "west coast overcast rain" theme.  Unhappy with prospects of living in grey and playing in grey, I upped the saturation of the fog where, while still muted, adds a nice amount of green and blue color throughout the level.  There is also a nice dark, wet, cave through a side mountain which is an excellent excuse for night-vision enabled fighting and flanking.  Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815591101-LME7XVRPGY7CDXBZOOC7/mwo_lighting_forest_b.jpg</image:loc>
      <image:title>MechWarrior Online - Forest Colony</image:title>
      <image:caption>Our first map (other than the dropship video), Forest Colony went through a number of style changes before it found its home as an all too familiar "west coast overcast rain" theme.  Unhappy with prospects of living in grey and playing in grey, I upped the saturation of the fog where, while still muted, adds a nice amount of green and blue color throughout the level.  There is also a nice dark, wet, cave through a side mountain which is an excellent excuse for night-vision enabled fighting and flanking.  Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815591249-3BZ0BEVJJAB1FMG0P5Q4/mwo_lighting_frozen_a.jpg</image:loc>
      <image:title>MechWarrior Online - Frozen City</image:title>
      <image:caption>Channeling my Albertan roots, the Frozen City level features sudden weather changes - from snowy and cold to extremely snowy and cold.  Although generally blanketed in the storm, players can also find themselves fighting through moments of sun-blindingly clear skies only to be engulfed by an almost 0 visibility fog and snow storm seconds later - alternative vision modes can reign supreme here.  Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815592292-LT3TSGMMIVXSPHYKQ9VS/mwo_lighting_frozen_b.jpg</image:loc>
      <image:title>MechWarrior Online - Frozen City</image:title>
      <image:caption>Channeling my Albertan roots, the Frozen City level features sudden weather changes - from snowy and cold to extremely snowy and cold.  Although generally blanketed in the storm, players can also find themselves fighting through moments of sun-blindingly clear skies only to be engulfed by an almost 0 visibility fog and snow storm seconds later - alternative vision modes can reign supreme here.  Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384815593024-DJRTKPJIPFJS6ZJ0QJWG/mwo_lighting_rivercity_a.jpg</image:loc>
      <image:title>MechWarrior Online - River City</image:title>
      <image:caption>The sun is still managing to cut its way through the smoke and ash that clogs the air in River City, tinting the world a deep yellow/brown color, while giving me a nice opportunity to crank the god rays. Unlit in bottom right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384761189500-NFIESM8ISQOH3FNDNKPW/mwo_frozen_building_a.jpg</image:loc>
      <image:title>MechWarrior Online - Frozen High-rise</image:title>
      <image:caption>I modeled and textured this frozen and buried high-rise building.  It was the first major building created for MWO, and it was used to help define the architectural style for the game.  My direction was to mix brutalist architecture with a touch of sci-fi and art-deco influence.  This building is also the highest point on this side of the level and is used as a navigation landmark.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384761190480-EXAXR2C6C7JPU2HKYJCU/mwo_frozen_building_b.jpg</image:loc>
      <image:title>MechWarrior Online - Frozen High-rise</image:title>
      <image:caption>I modeled and textured this frozen and buried high-rise building.  It was the first major building created for MWO, and it was used to help define the architectural style for the game.  My direction was to mix brutalist architecture with a touch of sci-fi and art-deco influence.  This building is also the highest point on this side of the level and is used as a navigation landmark.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384761190845-WKAJLONR0Q0ABWHDPPJM/mwo_frozen_building_c.jpg</image:loc>
      <image:title>MechWarrior Online - Frozen High-rise</image:title>
      <image:caption>I modeled and textured this frozen and buried high-rise building.  It was the first major building created for MWO, and it was used to help define the architectural style for the game.  My direction was to mix brutalist architecture with a touch of sci-fi and art-deco influence.  This building is also the highest point on this side of the level and is used as a navigation landmark.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384761100070-XH5D9I1FGIXCUI33F0BZ/mwo_icewall_a.jpg</image:loc>
      <image:title>MechWarrior Online - Glacial Cliff</image:title>
      <image:caption>I sculpted this Glacial Cliff in Mudbox.  This dominating wall of ice and snow not only acts as the play space boundary for half of the level, but it also features a crevasse that players utilize to potentially flank the enemy team.  There were interesting artistic and technical challenges to overcome when making the cliff as it is not only incredibly large, but players  are also able to get right up against it, so the cliff has to hold up visually whether it is viewed at 3km or 3m away.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384762043445-LWXA07RHX8IZBXEI6FVY/mwo_icewall_b.jpg</image:loc>
      <image:title>MechWarrior Online - Glacial Cliff</image:title>
      <image:caption>I sculpted this Glacial Cliff in Mudbox.  This dominating wall of ice and snow not only acts as the play space boundary for half of the level, but it also features a crevasse that players utilize to potentially flank the enemy team.  There were interesting artistic and technical challenges to overcome when making the cliff as it is not only incredibly large, but players  are also able to get right up against it, so the cliff has to hold up visually whether it is viewed at 3km or 3m away.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1384761100805-WE8PLFH8PMDKT8YFZXHV/mwo_icewall_c.jpg</image:loc>
      <image:title>MechWarrior Online - Glacial Cliff</image:title>
      <image:caption>I sculpted this Glacial Cliff in Mudbox.  This dominating wall of ice and snow not only acts as the play space boundary for half of the level, but it also features a crevasse that players utilize to potentially flank the enemy team.  There were interesting artistic and technical challenges to overcome when making the cliff as it is not only incredibly large, but players  are also able to get right up against it, so the cliff has to hold up visually whether it is viewed at 3km or 3m away.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/universitylibrary</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-05-05</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367899510669-0VNQ7M82Y13LZD7HCO2W/university_01.jpg</image:loc>
      <image:title>university library - University of Lethbridge Library - Side Entrance</image:title>
      <image:caption>I created this render of the side entrance to the University of Lethbridge Library as an independent project for my Architectural Rendering class in 2008.  I worked off of reference photographs, and modeled lit and rendered the scene in 3ds Max using the Mental Ray renderer.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/portfolio</loc>
    <changefreq>daily</changefreq>
    <priority>1.0</priority>
    <lastmod>2024-11-01</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1497129430894-B462SDBIKY9S14EMKL2T/button_anthem.jpg</image:loc>
      <image:title>home</image:title>
      <image:caption>Anthem</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/8c415e57-6637-4862-a5cb-f1766cda303a/metr_banner.png</image:loc>
      <image:title>home - 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>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1368068609388-ZOYWO6MVG3CFBDTPPKPV/button_mechwarrior.jpg</image:loc>
      <image:title>home</image:title>
      <image:caption>MechWarrior Online</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1413234791759-62436AVO8IFKWX6GKEIQ/button_transverse.jpg</image:loc>
      <image:title>home</image:title>
      <image:caption>Transverse</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1368068618789-5GYY3DINTCIZPJNMX2UQ/button_duke.jpg</image:loc>
      <image:title>home</image:title>
      <image:caption>Duke Nukem Forever</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.kevinmeek.com/dnf</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-05-12</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816267988-55B35VJN7SO46IO5E06Y/duke_forts_01.jpg</image:loc>
      <image:title>Duke Nukem: Forever - 2 Forts 1 Bridge</image:title>
      <image:caption>This level was one of my personal highlights of the project.  I had sunk hundreds of hours into my favourite game, Team Fortress 2 - so the chance to pay homage to one of its most famous levels was an amazing opportunity to me.  Inspired by the cardboard cut-out cow backdrops of TF2 version, I set this level in a large indoor sound stage.  The audience would watch the show (which I initially called Hats the Musical, although that apparently actually exists...)  play out over the bridge and base entrance section, with the red base acting as a backstage area, and the blue base as the actors dressing rooms. I was personally responsible for the world building, lighting, final art polish, and performance optimization of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816268919-89BW9YR00GUSMQ02E7NE/duke_forts_02.jpg</image:loc>
      <image:title>Duke Nukem: Forever - 2 Forts 1 Bridge</image:title>
      <image:caption>This level was one of my personal highlights of the project.  I had sunk hundreds of hours into my favourite game, Team Fortress 2 - so the chance to pay homage to one of its most famous levels was an amazing opportunity to me.  Inspired by the cardboard cut-out cow backdrops of TF2 version, I set this level in a large indoor sound stage.  The audience would watch the show (which I initially called Hats the Musical, although that apparently actually exists...)  play out over the bridge and base entrance section, with the red base acting as a backstage area, and the blue base as the actors dressing rooms. I was personally responsible for the world building, lighting, final art polish, and performance optimization of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816261757-BEV2M882AMPRI5FNQI3V/duke_vegas_01.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Vegas Ruins</image:title>
      <image:caption>This level was set in a small section of the Vegas strip, which is currently being destroyed by the alien invaders.  It features a casino area, outdoor gardens, an arc de triomphe, the statue of liberty, underground sewer system, and a central pit that gets bombed by alien spaceships when triggered by a player. I was responsible for world building, initial lighting, modeling the sewer system, and final level performance optimization.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816265035-3KGTW7F1HHDH9KGZRFZH/duke_vegas_02.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Vegas Ruins</image:title>
      <image:caption>This level was set in a small section of the Vegas strip, which is currently being destroyed by the alien invaders.  It features a casino area, outdoor gardens, an arc de triomphe, the statue of liberty, underground sewer system, and a central pit that gets bombed by alien spaceships when triggered by a player. I was responsible for world building, initial lighting, modeling the sewer system, and final level performance optimization.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816260764-47M3P4HMB294E0EIUBRZ/duke_hive_02.jpg</image:loc>
      <image:title>Duke Nukem: Forever - The Hive</image:title>
      <image:caption>A bright shaft of light shines down on an alien hive, deep below the surface.  Featuring a large central pillar, secret areas only accessible by jet pack, glowing alien egg sacks, tentacles, and "wall-boobs", this cave is extremely "Duke". I was responsible for the final lighting, art polish, and performance optimization of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816269824-789AJ2WDGW5NBDT8EJPX/duke_hive_01.jpg</image:loc>
      <image:title>Duke Nukem: Forever - The Hive</image:title>
      <image:caption>A bright shaft of light shines down on an alien hive, deep below the surface.  Featuring a large central pillar, secret areas only accessible by jet pack, glowing alien egg sacks, tentacles, and "wall-boobs", this cave is extremely "Duke". I was responsible for the final lighting, art polish, and performance optimization of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816260826-UPQBJE0AL2EPHLC492ON/duke_mw_01.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Morningwood</image:title>
      <image:caption>The town of Morningwood was once a thriving mining community located in the desert between Vegas and the Hoover Dam.  This was the first map we created, and was still one of my favourites at the end.  I have included a small image to show my friends who have been asking what exactly "world building" is.  The bottom right being the level as it is given to me from the level designers, and the full image being the level as I submit for the game. I was responsible for world building, final lighting, and performance optimization.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816260920-G2049NGUNSP89XCHNQ7G/duke_mw_02.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Morningwood</image:title>
      <image:caption>The town of Morningwood was once a thriving mining community located in the desert between Vegas and the Hoover Dam.  This was the first map we created, and was still one of my favourites at the end.  I have included a small image to show my friends who have been asking what exactly "world building" is.  The bottom right being the level as it is given to me from the level designers, and the full image being the level as I submit for the game. I was responsible for world building, final lighting, and performance optimization.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816261033-8L0VX9XU2CQIPSQK8X0C/duke_sf_01.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Sausage Factory</image:title>
      <image:caption>This industrial factory was a lot of fun to work on.  The actual level itself was a very classic, open design, with very little room to add a ton of interesting art within the playspace, so instead I blew open the outer walls to create a massive cave system on one side, and to extend the factory on the other.  Players would run through the center pipes, or shrink to fit within some of the larger machines &amp; air vents. I was responsible for world building, lighting, art polish, and performance optimization of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816261851-YHMICBGUF9S3NG4K0YPH/duke_sf_02.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Sausage Factory</image:title>
      <image:caption>This industrial factory was a lot of fun to work on.  The actual level itself was a very classic, open design, with very little room to add a ton of interesting art within the playspace, so instead I blew open the outer walls to create a massive cave system on one side, and to extend the factory on the other.  Players would run through the center pipes, or shrink to fit within some of the larger machines &amp; air vents. I was responsible for world building, lighting, art polish, and performance optimization of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816265739-MWRBWDLAEYQ749L5S8A8/duke_dam_02.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Hoover Damned</image:title>
      <image:caption>Set around the water below the Hoover Dam, this multiplayer level was pure mayhem has players launched onto a central alien tentacle monster, or navigated the electrically charged shipping containers to try and gain access to the best weapons or the opposing base.  I have included smaller images in the top right that show the grey-block level as delivered to me, and the larger image shows the level after my world building and lighting. I was responsible for the world building, lighting, and final performance optimization &amp; art polish of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816265111-1EOHKBQJJOJP3X3VJ7G1/duke_dam_01.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Hoover Damned</image:title>
      <image:caption>Set around the water below the Hoover Dam, this multiplayer level was pure mayhem has players launched onto a central alien tentacle monster, or navigated the electrically charged shipping containers to try and gain access to the best weapons or the opposing base.  I have included smaller images in the top right that show the grey-block level as delivered to me, and the larger image shows the level after my world building and lighting. I was responsible for the world building, lighting, and final performance optimization &amp; art polish of this level.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/517e8f7de4b01510f8374c0f/1367816265908-Q40KY25ZO2WW3JMU8EXJ/duke_dukeburger_01.jpg</image:loc>
      <image:title>Duke Nukem: Forever - Duke Burger</image:title>
      <image:caption>In the single player game, Duke has become a mega celebrity and owns a fast food chain.  This level is set in the grimy kitchen and storage freezer of one of those restaurants.  Minaturized versions of Duke make use of jump pads to navigate the shelves, while trying to avoid the dangers of a functional kitchen - the microwave, deep fryer, dishwasher, and stove top are all functional here.  This was my favourite level to play.  Setting the game mode to instagib (one hit kill, railgun/sniper rifles only) really showed off the team's accomplishment in reviving this classic  twitch shooter multiplayer style. I was responsible for world building, lighting, and final performance optimization of this level. I was also responsible for sheer dominance over my co-workers when play-testing.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Duke Nukem: Forever - Duke Burger</image:title>
      <image:caption>In the single player game, Duke has become a mega celebrity and owns a fast food chain.  This level is set in the grimy kitchen and storage freezer of one of those restaurants.  Minaturized versions of Duke make use of jump pads to navigate the shelves, while trying to avoid the dangers of a functional kitchen - the microwave, deep fryer, dishwasher, and stove top are all functional here.  This was my favourite level to play.  Setting the game mode to instagib (one hit kill, railgun/sniper rifles only) really showed off the team's accomplishment in reviving this classic  twitch shooter multiplayer style. I was responsible for world building, lighting, and final performance optimization of this level. I was also responsible for sheer dominance over my co-workers when play-testing.</image:caption>
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  <url>
    <loc>https://www.kevinmeek.com/studies</loc>
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    <lastmod>2014-06-08</lastmod>
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      <image:title>studies</image:title>
      <image:caption>This is the first in what I plan to be a short series of hand sculpted tiling ground &amp; road textures.  It was sculpted in ZBrush, the physically based textures were created in Photoshop, and it was rendered in Unreal Engine 4.</image:caption>
    </image:image>
    <image:image>
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      <image:title>studies</image:title>
      <image:caption>I created this render of the side entrance to the University of Lethbridge Library as an independent project for my Architectural Rendering class in 2008.  I worked off of reference photographs, and modeled lit and rendered the scene in 3ds Max using the Mental Ray renderer.</image:caption>
    </image:image>
    <image:image>
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      <image:title>studies</image:title>
      <image:caption>This transitional style kitchen was created as a 4th year project in my Architectural and Environmental modeling class in 2008.    The goal of this project was to learn interior lighting in mRay.  Modeled, lit, and rendered in 3ds Max, the textures were created in Photoshop.</image:caption>
    </image:image>
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      <image:title>studies</image:title>
      <image:caption>I created approximately a dozen different sizes and shapes of boulders in order to explore different creation techniques and build a personal library of rocks for future projects.  Square, round, flat, big, small, mossy, clean, rough, smooth, I hopefully have a rock for almost any occasion here. Modeled in 3ds Max and ZBrush, physically based textures created in Photoshop, rendered in Unreal Engine 4.</image:caption>
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    <lastmod>2021-12-20</lastmod>
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      <image:title>Mass Effect: Legendary Edition - 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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