<?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[Here Be Monsters: Producing Tangibly Minatory Creatures in Video&nbsp;Games]]></title><type><![CDATA[link]]></type><html><![CDATA[As wayward entities whose very unearthly nature and embodiment of human failings trigger a petrifying response in our minds, monstrosities represent a golden opportunity for game makers to harness the multifaceted and dynamic makeup of the medium, as well as the active systems that govern what the avatar and NPCs are (in)capable of. ]]></html><thumbnail_url><![CDATA[https://michelsabbagh.files.wordpress.com/2018/05/amneisa.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[330]]></thumbnail_height><geo_latitude><![CDATA[39.11205]]></geo_latitude><geo_longitude><![CDATA[-77.185006]]></geo_longitude></oembed>