<?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 V: Lessons &amp;&nbsp;Takeaway]]></title><type><![CDATA[link]]></type><html><![CDATA[Perhaps the most important lesson we can draw from our time developing Streams of Nurture is that crafting a narratively compelling game around a real-world topic as multilayered as salmon aquaculture not only necessitates a crystal-clear vision, but also a lucid understanding among developers from different backgrounds of how to realize such a concept.]]></html><thumbnail_url><![CDATA[https://michelsabbagh.files.wordpress.com/2017/06/genetically-engineered-salmon.jpg?w=1200&fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[267]]></thumbnail_height></oembed>