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  <url>
    <loc>https://oatway.games/contact</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-11-12</lastmod>
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  <url>
    <loc>https://oatway.games/design</loc>
    <changefreq>daily</changefreq>
    <priority>1.0</priority>
    <lastmod>2025-05-23</lastmod>
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  <url>
    <loc>https://oatway.games/design/unannounced-project</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-22</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1ee4b422-622c-470c-9b46-c3072a311731/Thats-No-Moon-logo.jpg</image:loc>
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  <url>
    <loc>https://oatway.games/design/mea</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-06-17</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1611532062271-LHKM32H0SIWAMKX5MNL7/en-us-featured-image.jpg.adapt.crop191x100.1200w.jpg</image:loc>
      <image:title>Design - Mass Effect: Andromeda</image:title>
      <image:caption>Mass Effect: Andromeda is an adventure RPG set in the Mass Effect universe. Players explore a new galaxy and untangle mysteries, befriend and romance crew members, and make first contact with alien species.</image:caption>
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  </url>
  <url>
    <loc>https://oatway.games/design/morning-ritual</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2020-12-12</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1607810559283-RS6ZGSP3BUNRVO130X0Q/morning_ritual3.gif</image:loc>
      <image:title>Design - 2016 Game Jam: Morning Ritual</image:title>
      <image:caption>Morning Ritual - Jan 2016 Links to things: Here’s a github link for the project. Source files live here. The executable lives over there. Credits: Grayson Bartlet (programming) Glen Manalo (art) Andrew Oatway (programming) Kyle Romano (art)</image:caption>
    </image:image>
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  <url>
    <loc>https://oatway.games/design/ksb</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2020-12-05</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1606971480036-GZ2H2OKOAP6NOWXG81XZ/KSB_013.png</image:loc>
      <image:title>Design - Kill Shot Bravo - Kill Shot Bravo is a first-person shooter, with strong social features. Players are challenged to collaborate to take down hardened targets as a group, or alone.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1623964789879-FLNT4U12ZMNWL3T0T44B/artemis_by_joseph_nejat.jpg</image:loc>
      <image:title>Design - Kill Shot Bravo</image:title>
      <image:caption>Along with live events, I created legendary versions of each of the 5 major types of gun in Kill Shot Bravo. These legendary guns were truly powerful, and could be improved over time. They each came with a distinct mechanical twist compared to the normal weapons of their class. While designing the legendary weapons, I also established a new power curve for weapons. Previously their growth was exponential and there were concerns about displaying weapon stats usefully. I worked out how to make the growth linear while still feeling meaningful, which bought us additional time to engineer a solution to the root issue. Weapon model &amp; texture by Joseph Nejat.</image:caption>
    </image:image>
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  <url>
    <loc>https://oatway.games/design/party-in-my-dorm</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2020-12-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1606969644303-P63438R0IYZHTR67YS8Y/pimd.png</image:loc>
      <image:title>Design - Party in My Dorm - Party in My Dorm is a social game with a full trading economy.</image:title>
      <image:caption>PiMD players chat, form groups and relationships both mechanically and organically, and take part in Extracurricular competitions. There are hundreds of avatars and millions of potential ways to decorate your dorm.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://oatway.games/design/kaw</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2022-07-15</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1606968843908-HY8BAUY38GYLHUS4JA0K/kaw.png</image:loc>
      <image:title>Design - Kingdoms at War - Kingdoms at War is a mobile PvP strategy game.</image:title>
      <image:caption>Players compete with each other, trade with each other in a deep trading economy, and collaborate in groups of up to 120 players. They decorate their castle with furniture, and undertake quests advancing a narrative that has been running for over a decade.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1623962190779-8QRCCT1OJHVBZS1ZME8C/hexavia.png</image:loc>
      <image:title>Design - Kingdoms at War</image:title>
      <image:caption>Hexavia, The Raven Queen deepened KAW’s monetization, and challenged experienced users with new twists on old mechanics. Year over Year, the quarter I shipped Hexavia had a 50% increase in revenue growth. Users were encouraged to trade chests and keys dropped by Hexavia with other users, strengthening KAW’s focus on player-to-player trade.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/1623961789443-8K9B1SP8WTK1FJNKUTBX/aotromos.png</image:loc>
      <image:title>Design - Kingdoms at War</image:title>
      <image:caption>Aotromos of the Abyss was designed to challenge our heavily invested userbase. Since KAW was, at time of release, over 11 years old, certain elements had become predictable, and players were incredibly powerful. When designing Aotromos I wanted to challenge these hardcore players. Using SQL to determine the median mechanical power of my target audience, I realised that our users were far more powerful than we had thought. I worked with an engineer to increase the maximum possible power of our raid bosses. While inspecting code that hadn’t been touched in over five years, I noticed that I could twist certain mechanics. Aotromos shipped with difficulty numbers over 180x higher than anything else in KAW, and players were elated.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://oatway.games/design/hw3-wg</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/f83c720f-061b-466e-95b3-1e296df04c7f/wargames_hero.jpg</image:loc>
      <image:title>Design - Homeworld 3: War Games - Homeworld 3 is a 3D RTS. War Games is a cooperative, roguelike mode within Homeworld 3.</image:title>
      <image:caption>1 to 3 players cooperate to complete randomised objectives, explore maps for hidden rewards, and customize their fleet with Artifacts. Three missions are played in succession, with escalating difficulty and complexity.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://oatway.games/design/mits</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-05-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5fb849bc5adfde2ef7242129/edec83ba-e4b3-4e77-9896-9e157efaf6cf/NbK0KW.jpg</image:loc>
      <image:title>Design - Game Jam 2025: Marrow In The Stockyards - Marrow in the Stockyards is a visual novel. It was created using the Ren’py engine for NaNoRenO 2025.</image:title>
      <image:caption>Players see 1920s Toronto through the eyes of a foreman of a slaughterhouse, as he undergoes the most consequential December of his life.</image:caption>
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