<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Shoal of Words]]></provider_name><provider_url><![CDATA[https://michelsabbagh.wordpress.com]]></provider_url><author_name><![CDATA[Michel Sabbagh]]></author_name><author_url><![CDATA[https://michelsabbagh.wordpress.com/author/michformer/]]></author_url><title><![CDATA[The making of Streams of Nurture &#8211; Part IV: General&nbsp;Development]]></title><type><![CDATA[link]]></type><html><![CDATA[In terms of scheduling, Streams of Nurture shares some similarities with other projects conducted within and beyond WPI’s game design major, while still embodying its fair share of quirks. On one hand, most of the visual novel’s major development milestones were set and achieved throughout three academic quarters. However, the individual parts that constitute it (story, art, sound, and playtesting) were not built concurrently. ]]></html><thumbnail_url><![CDATA[https://michelsabbagh.files.wordpress.com/2017/05/streamsmayor.png?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[247]]></thumbnail_height></oembed>