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    <loc>http://mike-lyman.com/new-blog</loc>
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    <lastmod>2015-07-22</lastmod>
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    <loc>http://mike-lyman.com/new-blog/2015/7/22/ant-simulator-update-video</loc>
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    <lastmod>2015-07-22</lastmod>
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    <loc>http://mike-lyman.com/new-blog/2015/6/20/what-am-i-doing-almost-a-year-later</loc>
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    <lastmod>2015-06-20</lastmod>
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      <image:title>Blog - What Am I Doing, Almost a Year Later</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1434825213001-M9PS45VWOMAFH5ANU39I/image-asset.png</image:loc>
      <image:title>Blog - What Am I Doing, Almost a Year Later</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1434825083160-BJQNUE4W0ZRJQO4YQUBS/image-asset.png</image:loc>
      <image:title>Blog - What Am I Doing, Almost a Year Later</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://mike-lyman.com/new-blog/2013/10/14/started-developing-boids-for-ios</loc>
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    <priority>0.5</priority>
    <lastmod>2013-10-15</lastmod>
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  <url>
    <loc>http://mike-lyman.com/new-blog/2013/10/14/kg54jv7oct0x8rxy785lunmzs27y5d</loc>
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    <priority>0.5</priority>
    <lastmod>2013-10-14</lastmod>
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    <loc>http://mike-lyman.com/new-blog/2013/9/15/impressions-of-squarespace</loc>
    <changefreq>monthly</changefreq>
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    <lastmod>2013-10-14</lastmod>
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  <url>
    <loc>http://mike-lyman.com/new-blog/tag/iPhone</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
  </url>
  <url>
    <loc>http://mike-lyman.com/new-blog/tag/computer</loc>
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    <priority>0.5</priority>
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  <url>
    <loc>http://mike-lyman.com/new-blog/tag/game</loc>
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  <url>
    <loc>http://mike-lyman.com/new-blog/tag/paul+solt</loc>
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  <url>
    <loc>http://mike-lyman.com/new-blog/tag/cartoon</loc>
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    <loc>http://mike-lyman.com/new-blog/tag/graphics</loc>
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    <loc>http://mike-lyman.com/new-blog/tag/cocos</loc>
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  <url>
    <loc>http://mike-lyman.com/new-blog/tag/mike+lyman</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
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  <url>
    <loc>http://mike-lyman.com/new-blog/tag/iOS</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
  </url>
  <url>
    <loc>http://mike-lyman.com/new-blog/tag/iphone</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
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  <url>
    <loc>http://mike-lyman.com/new-blog/tag/animation</loc>
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  <url>
    <loc>http://mike-lyman.com/ray-tracer-gallery</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-09-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379470880875-TVRSZEXEPLQIWX5S1WRA/original.jpg</image:loc>
      <image:title>Ray Tracer Gallery - Goal</image:title>
      <image:caption>The goal of the project was to recreate a scene like this one via ray tracing.  Next I'll walk you through my process visually with a series of screenshots of major milestones and issues that I ran into. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379470880875-TVRSZEXEPLQIWX5S1WRA/original.jpg</image:loc>
      <image:title>Ray Tracer Gallery - Goal</image:title>
      <image:caption>The goal of the project was to recreate a scene like this one via ray tracing.  Next I'll walk you through my process visually with a series of screenshots of major milestones and issues that I ran into. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379472558897-KEVD7YTUT236ZYDMIMDP/ParticleSystem2013-03-1222-51-50-84.png</image:loc>
      <image:title>Ray Tracer Gallery - Test Image</image:title>
      <image:caption>Before creating a ray tracer I needed to have a rough estimate of the locations in space of the objects I would be rendering. In order to approximate some values to use in my ray tracer, I modeled the scene with C# and Microsoft XNA.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300639-JYAUD3YI7QPHJ3PI9JFR/screenOrig.png</image:loc>
      <image:title>Ray Tracer Gallery - Goal 1: Objects</image:title>
      <image:caption>This was the first image my ray tracer produced (not counting debugging images to achieve this one). Using C++ I wrote a basic ray tracer that could handle two kinds of primitives: spheres and triangles. Here you see the basic primitives rendered in solid color because I hadn't yet implemented shading.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300562-IT15I6QXU0CF9OQ6SFAR/Screen+shot+2013-04-08+at+2.42.37+PM.png</image:loc>
      <image:title>Ray Tracer Gallery - Shading Bug</image:title>
      <image:caption>While working on basic shading, this 'Easter-egg' effect was accidentally produced.  The error here was with how I computed the diffuse and specular lighting components: I calculated them by taking a cross-product when I should have performed simple multiplication. Next time I would need to be more explicit and differentiate between my Matrix Math library functions and regular operations. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300534-RRETFUQ4339QS4OI4FXZ/phongMultipleLights.png</image:loc>
      <image:title>Ray Tracer Gallery - Phong Shading</image:title>
      <image:caption>The correct implementation of Phong shading after I corrected the bug from the previous image. I applied shading to the floor triangles as well. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300447-8AR5FWFJCH8KVAJE1S4Z/proceduralTExture.png</image:loc>
      <image:title>Ray Tracer Gallery - Procedural Texture</image:title>
      <image:caption>Using a algorithm I applied a texture to the triangles that is calculated at runtime. No texture image files needed!</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300365-9GZNX1C633MH72LIDS9S/reflectionAllObjects.png</image:loc>
      <image:title>Ray Tracer Gallery - Reflections</image:title>
      <image:caption>Here reflections have been implemented. Reflections occurs when an original ray hits a reflective surface and then another ray is spawned in a direction based off the angle of the original ray. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300478-F7DUIK7TSOLDND7J8FIN/Screen+shot+2013-05-05+at+12.17.05+AM.png</image:loc>
      <image:title>Ray Tracer Gallery - Transmission bug</image:title>
      <image:caption>Ran into a bug with transmission. It was an issue with the reflection rays (rays produced when a parent ray collides with an object that can transmit it) being calculated incorrectly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300129-Q017C7LDXGSO5B7A9D5Q/superSampling1Ray.png</image:loc>
      <image:title>Ray Tracer Gallery - Transmission</image:title>
      <image:caption>Transmission working correctly after addressing the previous issue.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208299769-E7OGCJ3P6ND2KHJW9JR1/superSampling16Rays.png</image:loc>
      <image:title>Ray Tracer Gallery - Super Sampling 8 rays</image:title>
      <image:caption>In this case, 8 light rays are spawned per-pixel of the image, then their results are averaged together. Produces a slightly smoother, more accurate image.    Super sampling produces a better image but also takes longer to produce an image because the number of calculations increases.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208299717-WPJ7R4I7LPMM4YCH8N8F/superSampling8Rays.png</image:loc>
      <image:title>Ray Tracer Gallery - Super Sampling 16</image:title>
      <image:caption>Super sampling again, this time with 16 rays.  The differences are slight but if you look at the edges of the transparent sphere you can notice that this image is even smoother than the super sampling 8 image, and even more so than the original, single ray per-pixel image. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208299860-LRJ6WL3J9U4PGMHFM3AM/superSamplingBlurPwLarge.png</image:loc>
      <image:title>Ray Tracer Gallery - Super Sampling Blur</image:title>
      <image:caption>In this image super sampling is happening but the rays' directions are being altered slightly to produce a blur effect. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379473459515-92B7ITH2TQUQLAOBG8PK/reflection2.png</image:loc>
      <image:title>Ray Tracer Gallery - Final Product</image:title>
      <image:caption>Here is an image from my finished ray tracer. It showcases use of shadows, reflections, and procedural textures.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://mike-lyman.com/about</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2015-06-20</lastmod>
  </url>
  <url>
    <loc>http://mike-lyman.com/blog</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-10-14</lastmod>
  </url>
  <url>
    <loc>http://mike-lyman.com/welcome</loc>
    <changefreq>daily</changefreq>
    <priority>1.0</priority>
    <lastmod>2014-07-18</lastmod>
  </url>
  <url>
    <loc>http://mike-lyman.com/game-development</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-09-15</lastmod>
  </url>
  <url>
    <loc>http://mike-lyman.com/computer-graphics</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-09-15</lastmod>
  </url>
  <url>
    <loc>http://mike-lyman.com/projects</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-07-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1405645496983-J2COPG4LDJ6Q33F77WBP/image-asset.png</image:loc>
      <image:title>Projects</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380218124334-BVFTR2LKVA9SXRWXBMO0/Screen+Shot+2013-09-25+at+6.22.03+AM.png</image:loc>
      <image:title>Projects</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379473889199-WADT8HA73KVMZADON8JB/reflectionAllObjects.png</image:loc>
      <image:title>Projects</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379474048980-DIPJVB608NTSSM4277FK/Screen+shot+2013-09-17+at+10.05.59+PM.png</image:loc>
      <image:title>Projects</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://mike-lyman.com/ray-tracer</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-09-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379473396152-DB4C6086EDLDIPX7ECW5/reflectionAllObjects.png</image:loc>
      <image:title>Ray Tracer</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379470880875-TVRSZEXEPLQIWX5S1WRA/original.jpg</image:loc>
      <image:title>Ray Tracer - Goal</image:title>
      <image:caption>The goal of the project was to recreate a scene like this one via ray tracing.  Next I'll walk you through my process visually with a series of screenshots of major milestones and issues that I ran into. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379472558897-KEVD7YTUT236ZYDMIMDP/ParticleSystem2013-03-1222-51-50-84.png</image:loc>
      <image:title>Ray Tracer - Test Image</image:title>
      <image:caption>Before creating a ray tracer I needed to have a rough estimate of the locations in space of the objects I would be rendering. In order to approximate some values to use in my ray tracer, I modeled the scene with C# and Microsoft XNA.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300639-JYAUD3YI7QPHJ3PI9JFR/screenOrig.png</image:loc>
      <image:title>Ray Tracer - Goal 1: Objects</image:title>
      <image:caption>This was the first image my ray tracer produced (not counting debugging images to achieve this one). Using C++ I wrote a basic ray tracer that could handle two kinds of primitives: spheres and triangles. Here you see the basic primitives rendered in solid color because I hadn't yet implemented shading.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300562-IT15I6QXU0CF9OQ6SFAR/Screen+shot+2013-04-08+at+2.42.37+PM.png</image:loc>
      <image:title>Ray Tracer - Shading Bug</image:title>
      <image:caption>While working on basic shading, this 'Easter-egg' effect was accidentally produced.  The error here was with how I computed the diffuse and specular lighting components: I calculated them by taking a cross-product when I should have performed simple multiplication. Next time I would need to be more explicit and differentiate between my Matrix Math library functions and regular operations. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300534-RRETFUQ4339QS4OI4FXZ/phongMultipleLights.png</image:loc>
      <image:title>Ray Tracer - Phong Shading</image:title>
      <image:caption>The correct implementation of Phong shading after I corrected the bug from the previous image. I applied shading to the floor triangles as well. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300447-8AR5FWFJCH8KVAJE1S4Z/proceduralTExture.png</image:loc>
      <image:title>Ray Tracer - Procedural Texture</image:title>
      <image:caption>Using a algorithm I applied a texture to the triangles that is calculated at runtime. No texture image files needed!</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300365-9GZNX1C633MH72LIDS9S/reflectionAllObjects.png</image:loc>
      <image:title>Ray Tracer - Reflections</image:title>
      <image:caption>Here reflections have been implemented. Reflections occurs when an original ray hits a reflective surface and then another ray is spawned in a direction based off the angle of the original ray. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300478-F7DUIK7TSOLDND7J8FIN/Screen+shot+2013-05-05+at+12.17.05+AM.png</image:loc>
      <image:title>Ray Tracer - Transmission bug</image:title>
      <image:caption>Ran into a bug with transmission. It was an issue with the reflection rays (rays produced when a parent ray collides with an object that can transmit it) being calculated incorrectly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208300129-Q017C7LDXGSO5B7A9D5Q/superSampling1Ray.png</image:loc>
      <image:title>Ray Tracer - Transmission</image:title>
      <image:caption>Transmission working correctly after addressing the previous issue.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208299769-E7OGCJ3P6ND2KHJW9JR1/superSampling16Rays.png</image:loc>
      <image:title>Ray Tracer - Super Sampling 8 rays</image:title>
      <image:caption>In this case, 8 light rays are spawned per-pixel of the image, then their results are averaged together. Produces a slightly smoother, more accurate image.    Super sampling produces a better image but also takes longer to produce an image because the number of calculations increases.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208299717-WPJ7R4I7LPMM4YCH8N8F/superSampling8Rays.png</image:loc>
      <image:title>Ray Tracer - Super Sampling 16</image:title>
      <image:caption>Super sampling again, this time with 16 rays.  The differences are slight but if you look at the edges of the transparent sphere you can notice that this image is even smoother than the super sampling 8 image, and even more so than the original, single ray per-pixel image. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379208299860-LRJ6WL3J9U4PGMHFM3AM/superSamplingBlurPwLarge.png</image:loc>
      <image:title>Ray Tracer - Super Sampling Blur</image:title>
      <image:caption>In this image super sampling is happening but the rays' directions are being altered slightly to produce a blur effect. </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379473459515-92B7ITH2TQUQLAOBG8PK/reflection2.png</image:loc>
      <image:title>Ray Tracer - Final Product</image:title>
      <image:caption>Here is an image from my finished ray tracer. It showcases use of shadows, reflections, and procedural textures.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://mike-lyman.com/boids</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-07-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380214435836-MN9J1VNLRM3EIE3JW7XV/Screen+Shot+2013-09-25+at+6.22.03+AM.png</image:loc>
      <image:title>WebGL Flocking Boids</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380214722300-I6NWK1MJMZT1KM5UL4QJ/image-asset.gif</image:loc>
      <image:title>WebGL Flocking Boids</image:title>
      <image:caption>Separation: steer to avoid crowding local flockmates</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380214777684-J85YXZ31TIB0H3MMO8O2/image-asset.gif</image:loc>
      <image:title>WebGL Flocking Boids</image:title>
      <image:caption>Cohesion: steer to move toward the average position of local flockmates</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380214756404-W2O15JHCDH8RSOFGNFAB/image-asset.gif</image:loc>
      <image:title>WebGL Flocking Boids</image:title>
      <image:caption>Alignment: steer towards the average heading of local flockmates   Images and descriptions of steering behaviors found on Carl Reynold's boids web page:  http://www.red3d.com/cwr/boids/ </image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380104421287-Y7YT5ZAGTD6Y8K1C1YAQ/Screen+shot+2013-05-16+at+11.44.45+PM.png</image:loc>
      <image:title>WebGL Flocking Boids</image:title>
      <image:caption>Boids with moderate cohesion, separation, and alignment traveling in a school.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380104473335-P0L8LFU4QC09X31K92AK/Screen+shot+2013-05-16+at+11.47.47+PM.png</image:loc>
      <image:title>WebGL Flocking Boids</image:title>
      <image:caption>Boids with a very high cohesion forming a tight cluster.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1380104449004-UP6N1ZQ8FDQ7X7QNV5DS/Screen+shot+2013-05-16+at+11.50.07+PM.png</image:loc>
      <image:title>WebGL Flocking Boids</image:title>
      <image:caption>These boids have low cohesion and high avoidance, making them spread out in a cloud.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://mike-lyman.com/interactive-music-video</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-09-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379470135791-7PU4UFAN7Z340LQT9Z3Z/Screen+shot+2013-09-17+at+10.05.59+PM.png</image:loc>
      <image:title>Interactive Music Video</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1379470087927-N6MHQ9CHBK9H9VQIKGT5/Screen+shot+2013-09-17+at+10.05.59+PM.png</image:loc>
      <image:title>Interactive Music Video</image:title>
      <image:caption>Preview of the final product</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://mike-lyman.com/flash-games</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2013-09-18</lastmod>
  </url>
  <url>
    <loc>http://mike-lyman.com/under-contruction</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-07-17</lastmod>
  </url>
  <url>
    <loc>http://mike-lyman.com/bomb-dodge</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-07-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5234ac89e4b0bfcfa19a0fe9/1405644675489-RFGZE1739F2Q10CA878A/Bomb+Dodge.png</image:loc>
      <image:title>Bomb Dodge</image:title>
    </image:image>
  </url>
</urlset>

