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  <url>
    <loc>https://www.jebkam.com/home</loc>
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    <priority>1.0</priority>
    <lastmod>2023-04-13</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5eae2934e11b1a60072d3909/ff69772b-5601-41fa-b68e-c08532119ee3/loverwatch.jpeg</image:loc>
      <image:title>Home - Loverwatch</image:title>
      <image:caption>Leading production for Overwatch 2’s official dating simulator web game — Loverwatch: Love Never Dies — was a collaborative dance between various internal and external teams that ended with early delivery and significantly reduced project cost margins.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5eae2934e11b1a60072d3909/2929196a-d1c8-4cf9-9260-3f556e99ed42/spirit.jpg</image:loc>
      <image:title>Home - Hooked on You</image:title>
      <image:caption>I was Senior Producer on Hooked on You: A Dead by Daylight Dating Sim, an official stand-alone spinoff to Dead by Daylight. I led cross-team task management and schedule coordination throughout production while helping define vision and alignment between three collaborating studios.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5eae2934e11b1a60072d3909/1588484755101-BI0AS13IUS0UTEQ3616M/Maquette-AnnapurnaInteractive-GracefulDecay</image:loc>
      <image:title>Home - Maquette</image:title>
      <image:caption>Served as Producer for Maquette — a recursive puzzle game by Graceful Decay &amp; Annapurna Interactive. Using custom agile methodologies, I kept our remote team on track through milestone deliveries, conference deadlines, &amp; everything in between.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5eae2934e11b1a60072d3909/1588475662710-WYIZIUNB7X0QYV5O6PCV/Wattam-AnnapurnaInteractive-Funomena</image:loc>
      <image:title>Home - Wattam</image:title>
      <image:caption>As Wattam’s Producer, I worked with in-house and remote teams to lead the production cycle. I also introduced and managed Wattam’s internal QA pipeline, handled communications with publishers and press, prepared builds for demos at major game conferences, and much more.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5eae2934e11b1a60072d3909/1588484628924-7PKVQCM00T3A33MFCQC6/Breach-Arena-TD-SpaceRhinoGames-SRG</image:loc>
      <image:title>Home - Breach Arena TD</image:title>
      <image:caption>While Production Designer &amp; QA Analyst at Space Rhino Games, I maintained game build distribution, assisted with game design and documentation, created tailored stats and skills for 50+ characters, and worked on balancing the game’s core mechanic, combat, and economy systems.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5eae2934e11b1a60072d3909/1588484515788-J50ZL8V885LW9VT1UQ11/Barricade-Midnight-Terror-Kraniumtivity</image:loc>
      <image:title>Home - Indie Projects</image:title>
      <image:caption>My adventures as an indie game developer have taken me through many different roles and projects. As a result, I’ve become a proficient Unity developer who enjoys bringing stories and mechanics to life through prototyping.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5eae2934e11b1a60072d3909/1588476270527-S9XLU2JW0UG6Y6OMMYQV/Jeb-Alvarado-Game-Producer</image:loc>
      <image:title>Home</image:title>
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