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    <title>DEV Community: Alis</title>
    <description>The latest articles on DEV Community by Alis (@alis).</description>
    <link>https://dev.to/alis</link>
    <image>
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      <title>DEV Community: Alis</title>
      <link>https://dev.to/alis</link>
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    <language>en</language>
    <item>
      <title>World Scale Matters</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Sun, 12 Apr 2026 13:59:49 +0000</pubDate>
      <link>https://dev.to/alis/world-scale-matters-4kh5</link>
      <guid>https://dev.to/alis/world-scale-matters-4kh5</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1q41QUZdMpDcG4OEWma0ZveUjW6QofM6R" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1q41QUZdMpDcG4OEWma0ZveUjW6QofM6R" alt="Cover Image" width="1920" height="1080"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  World Scale Matters
&lt;/h1&gt;

&lt;p&gt;World Material works as a universal, flexible wrapper for static objects, where textures keep a constant scale in world space. No more stretched or tiny texture patterns when scaling a model - they fit properly both on a tiny screw and on a building roof. Any model rotation angle is handled as well.,,&lt;br&gt;
All channels are synchronized with each other (color, height/relief, metalness, roughness), using a single coordinate system and scale.,,&lt;br&gt;
One World Material - with every pixel used as efficiently as possible - instead of dozens of one-off solutions where a unique texture bloats memory, increases project size, and complicates development focus. We use simple yet flexible controls - toggles to add gloss or remove metalness, and intensity parameters that adjust the strength (how pronounced the relief will be) - allowing quick assembly of any variations, from plastic to rusty metal.,,&lt;br&gt;
This approach speeds up the entire development process and opens the door to a multilayer material system, where you can add dust, dirt, and wear effects layer by layer.&lt;/p&gt;

</description>
      <category>rendering</category>
      <category>material</category>
    </item>
    <item>
      <title>Rhythm and Improvisation</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Sun, 29 Mar 2026 12:37:16 +0000</pubDate>
      <link>https://dev.to/alis/rhythm-and-improvisation-4ac5</link>
      <guid>https://dev.to/alis/rhythm-and-improvisation-4ac5</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D11LtY7yD5dHen7Nsora2IundjM0ezBI_A" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D11LtY7yD5dHen7Nsora2IundjM0ezBI_A" alt="Cover Image" width="1920" height="1080"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Rhythm and Improvisation
&lt;/h1&gt;

&lt;p&gt;Patterns and noise are foundational tools for creating believable, varied, and efficient materials. They save significant resources because they are not baked into a unique texture, and they also let us build universal materials without a primary object-bound texture.,,&lt;br&gt;
With them, a base material can be quickly modified by layering different patterns, wear, scratches, relief, and other effects without creating new textures. Via material parameters they are easy to tune - adjusting the intensity, scale, and character of patterns and noise - which simplifies making variations and adapting to different objects.,,&lt;br&gt;
Patterns can be combined and layered in multiple passes. Their combinations and scaling create more complex visual effects - for example, metal wear with subtle rust and scratches. Noise is often used as masks for blending materials and layers (for example, dirt over paint), producing rich, detailed compositions with smooth transitions. Patterns and noise also help fine-tune roughness and normal maps, making reflections and lighting more realistic and less plasticky and flat.,,&lt;br&gt;
In the future, we aim to implement procedural generation and combination of patterns and noise to save memory and improve project performance.&lt;/p&gt;

&lt;p&gt;Open-source repository: github.com/fallintodusk/alis&lt;/p&gt;

</description>
      <category>rendering</category>
      <category>texture</category>
    </item>
    <item>
      <title>Mastering Entropy: Embodiments</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Sun, 15 Mar 2026 09:58:27 +0000</pubDate>
      <link>https://dev.to/alis/mastering-entropy-embodiments-23o7</link>
      <guid>https://dev.to/alis/mastering-entropy-embodiments-23o7</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1uFtxf1rsVnhbVbQNfgmgpIiRBC5yEEAS" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1uFtxf1rsVnhbVbQNfgmgpIiRBC5yEEAS" alt="Cover Image" width="1920" height="1080"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Mastering Entropy: Embodiments
&lt;/h1&gt;

&lt;p&gt;Objects is a repository of grouped game entities with unique identity, placed in the game world.,,&lt;br&gt;
As in Elements, the structure keeps a clear split into Human Made and Nature, each with its own internal hierarchy and subcategories.,,&lt;br&gt;
An object folder contains static or skeletal meshes and, when necessary, unique materials and textures, blueprints, and other relevant assets required to fully describe the object.,,&lt;br&gt;
The main issue with many unique objects is significant project size growth, degraded performance, and increased complexity in controlling and maintaining code and assets.,,&lt;br&gt;
We aim to build a universal and scalable structure based on combining reusable abstractions of materials and meshes.&lt;/p&gt;

</description>
      <category>architecture</category>
      <category>object</category>
    </item>
    <item>
      <title>Mastering Entropy: Strata</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Tue, 10 Mar 2026 15:08:34 +0000</pubDate>
      <link>https://dev.to/alis/mastering-entropy-strata-4gel</link>
      <guid>https://dev.to/alis/mastering-entropy-strata-4gel</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1aBoiINFS5hjHlqcigLGXgbvp7Om762Q6" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1aBoiINFS5hjHlqcigLGXgbvp7Om762Q6" alt="Cover Image" width="1920" height="1080"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Mastering Entropy: Strata
&lt;/h1&gt;

&lt;p&gt;Elements is the place for seamless, universal materials that are reused many times and applied to any static objects. They do not need the object’s UV unwrap - they use world-space coordinates.,,&lt;br&gt;
Inside, we logically and efficiently divide these materials by origin:,,&lt;br&gt;
Human Made - artificial (made by humans), grouped by type and then by subtype: Bitumen, Cement, Metal, Glass, Clay, Fabric, Paint, Synthetic, Wood, etc.,,&lt;br&gt;
Nature - natural, by environment type and vegetation variety: Rock, Sand, Soil, Grass, Bark.,,&lt;br&gt;
This classification reflects the real world, simplifies asset organization, and makes scaling and discoverability easier.,,&lt;br&gt;
We use a multi-layer material structure that lets us combine different properties. Layers can drive both the object’s surface character and effects - dirt, dust, scratches, wetness, and more. We aim to create materials using a seamless technique that automatically tiles in world space from any viewpoint.&lt;/p&gt;

</description>
      <category>architecture</category>
      <category>material</category>
    </item>
    <item>
      <title>Mastering Entropy: Frame - Essence - Grain</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Wed, 04 Mar 2026 06:21:02 +0000</pubDate>
      <link>https://dev.to/alis/mastering-entropy-frame-essence-grain-55bp</link>
      <guid>https://dev.to/alis/mastering-entropy-frame-essence-grain-55bp</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1_7J8Q2Y4qnUxCx-rSxre-sBmuNCWqvr-" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1_7J8Q2Y4qnUxCx-rSxre-sBmuNCWqvr-" alt="Cover Image" width="1920" height="1080"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Mastering Entropy: Frame - Essence - Grain
&lt;/h1&gt;

&lt;p&gt;The Mesh, Material, and Texture folders are base resources. We separate them from Objects and Elements, which contain more complex game entities built on top of these bases.,,&lt;br&gt;
Mesh (Cube, Plane, Pipe) contains only primitive geometries from which different objects can be created - for example, a Cube can become a wooden crate or a dumpster - while unique models are kept in Objects.,,&lt;br&gt;
The Material folder stores universal shaders, Material Layers, and base materials that serve as the foundation for complex materials in Elements (world-space projection, no UVs) and atlas materials in Objects (specific to a particular item). It also includes material functions used for modular development.,,&lt;br&gt;
Texture contains environment cubemaps and sets of repeating patterns (templates, motifs) - for example, tile, brick, fabric, wood - applicable to many materials and meshes, such as for tables, floors, or walls.,,&lt;br&gt;
Assets in these folders are like building blocks for complex structures: they’re modular and each has its own purpose.&lt;/p&gt;

</description>
      <category>architecture</category>
    </item>
    <item>
      <title>Mastering Entropy</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Sun, 01 Feb 2026 07:00:44 +0000</pubDate>
      <link>https://dev.to/alis/mastering-entropy-52d0</link>
      <guid>https://dev.to/alis/mastering-entropy-52d0</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1MyO_XdO_-_IlAfDYiB_-sslWZALMlRnT" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1MyO_XdO_-_IlAfDYiB_-sslWZALMlRnT" alt="Cover Image" width="1920" height="1080"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Mastering Entropy
&lt;/h1&gt;

&lt;p&gt;One of our ongoing primary goals has been to create and maintain a library of general-purpose game assets for convenient reuse. An organized project structure makes complex development faster - and, in fact, possible at all.,,&lt;br&gt;
The main folder for assets is Resources, which consists of: Material, Textures, Mesh, Elements, and Objects - so you can quickly focus on a specific entity. Each folder has its own level of abstraction, strengthening control over adding, modifying, and using assets. For example, Objects contains unique items (a specific car, a door, a self-contained prop), while the other categories can be applied more broadly to different things.,,&lt;br&gt;
This classification simplifies navigation, helps you stay oriented in the project, and accelerates development by making it clear where each entity resides. Thanks to this approach, fewer mistakes occur - duplicates are avoided, and the right assets are used and quickly found.&lt;/p&gt;

</description>
      <category>architecture</category>
    </item>
    <item>
      <title>Will over Chaos</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Sat, 24 Jan 2026 11:23:55 +0000</pubDate>
      <link>https://dev.to/alis/will-over-chaos-3iif</link>
      <guid>https://dev.to/alis/will-over-chaos-3iif</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxzxukoprxifeyobm1v5k.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxzxukoprxifeyobm1v5k.jpg" alt=" " width="800" height="533"&gt;&lt;/a&gt;&lt;br&gt;
We are a small, tight-knit team, bound by a systemic approach and the will to build a game that brings real benefit - useful knowledge and skills.,,&lt;br&gt;
Each of us carries a distinct path. Our knowledge and training span conflict studies, physics, computer science, architecture, economic geography, and data structuring.,,&lt;br&gt;
We work to make a game that can be felt - and that carries meaning.&lt;/p&gt;

</description>
      <category>indie</category>
      <category>gamedev</category>
      <category>singleplayer</category>
      <category>essence</category>
    </item>
    <item>
      <title>Will over Chaos</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Sat, 24 Jan 2026 11:07:19 +0000</pubDate>
      <link>https://dev.to/alis/will-over-chaos-n4j</link>
      <guid>https://dev.to/alis/will-over-chaos-n4j</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1wGnEKiYak7ZlvpTKBmaefb1XdtnKPXWs" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1wGnEKiYak7ZlvpTKBmaefb1XdtnKPXWs" alt="Cover Image" width="1536" height="1024"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Will over Chaos
&lt;/h1&gt;

&lt;p&gt;We are a small, tight-knit team, bound by a systemic approach and the will to build a game that brings real benefit - useful knowledge and skills.,,&lt;br&gt;
Each of us carries a distinct path. Our knowledge and training span conflict studies, physics, computer science, architecture, economic geography, and data structuring.,,&lt;br&gt;
We work to make a game that can be felt - and that carries meaning.&lt;/p&gt;

</description>
      <category>essence</category>
    </item>
    <item>
      <title>Truth Has No Doubles</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Sun, 21 Dec 2025 13:31:14 +0000</pubDate>
      <link>https://dev.to/alis/truth-has-no-doubles-1lkl</link>
      <guid>https://dev.to/alis/truth-has-no-doubles-1lkl</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1ouOgORXdnk2YRYZ51xhOdEVkN3wSTx-n" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1ouOgORXdnk2YRYZ51xhOdEVkN3wSTx-n" alt="Cover Image" width="1359" height="794"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Truth Has No Doubles
&lt;/h1&gt;

&lt;p&gt;Trust Forged in Code: Our Promise Beyond the Horizon. In contingency, critical messages carry a cryptographic signature.,,&lt;br&gt;
The public key verifies the authenticity of the signature. It’s published on open, verifiable mirrors - download it once and keep it offline.,,&lt;br&gt;
Verification works offline and does not depend on our site or social accounts.,,&lt;br&gt;
Keep the key—our word is yours to verify.,,&lt;br&gt;
keys.openpgp.org 3B98 85F0 C2D8 D927 C27F AB58 F61A 5300 34CF B5E7&lt;/p&gt;

</description>
      <category>security</category>
    </item>
    <item>
      <title>A game that reaches the real world</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Tue, 09 Dec 2025 14:30:47 +0000</pubDate>
      <link>https://dev.to/alis/a-game-that-reaches-the-real-world-58nf</link>
      <guid>https://dev.to/alis/a-game-that-reaches-the-real-world-58nf</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1i_eSJgWcVr9Vjkyws2oVRP8YndMzyK1C" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdrive.google.com%2Fuc%3Fexport%3Dview%26id%3D1i_eSJgWcVr9Vjkyws2oVRP8YndMzyK1C" alt="Cover Image" width="1920" height="1080"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  A game that reaches the real world
&lt;/h1&gt;

&lt;p&gt;We rebuild places from the grain of their ground. We recreate real-world locations, preserving their terrain and architecture.,,&lt;br&gt;
Heightmaps drive our 3D geodesign to prototype relief with precision.,,&lt;br&gt;
Satellite imagery and panoramic photos refine building shapes and layout.,,&lt;br&gt;
The world comes together in the lines and forms you already know—absorbing the real and opening to you. Thus ALIS reveals itself as a new form of reality—detailed, trustworthy, alive.&lt;/p&gt;

</description>
      <category>environment</category>
      <category>essence</category>
    </item>
    <item>
      <title>The Alis Codex: Learn. Survive. Connect.</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Thu, 20 Nov 2025 07:44:16 +0000</pubDate>
      <link>https://dev.to/alis/the-alis-codex-learn-survive-connect-a3l</link>
      <guid>https://dev.to/alis/the-alis-codex-learn-survive-connect-a3l</guid>
      <description>&lt;p&gt;Alis cuts the noise: the game turns experience into skill and brings it back to real life., Connections. Our goal is to create connections between people and support their interaction in the real world., Resources. You learn to use resources effectively: water, food (real caloric value), sleep, injuries; energy drains by activity., Mechanics. Realistic mechanics with practical value - sense beyond the screen., Knowledge. A variety of useful information reinforced through gameplay as skills., Learn. Survive. Connect - we’re in your next decision.&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fg6pli4f16deq95hy8g8w.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fg6pli4f16deq95hy8g8w.jpg" alt=" " width="800" height="533"&gt;&lt;/a&gt;&lt;/p&gt;

</description>
      <category>indie</category>
      <category>gamedev</category>
      <category>essence</category>
      <category>pcgaming</category>
    </item>
    <item>
      <title>Why We Make Alis: The Enemy Within</title>
      <dc:creator>Alis</dc:creator>
      <pubDate>Wed, 19 Nov 2025 15:35:32 +0000</pubDate>
      <link>https://dev.to/alis/why-we-make-alis-the-enemy-within-2cc</link>
      <guid>https://dev.to/alis/why-we-make-alis-the-enemy-within-2cc</guid>
      <description>&lt;p&gt;We accept the challenge - to create a world harsh and real down to the last detail, without killing the soul of the game., We expose the abyss of war’s tragedy and, with clear-eyed honesty, the depth of human grief, loneliness, distance., Our mission is to make Alis a tool for growth that helps you better understand yourself, those around you, and life itself., May the project bring meaningful experiences and real connection.&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcy76j3cuue16ka36kubg.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcy76j3cuue16ka36kubg.jpg" alt=" " width="800" height="533"&gt;&lt;/a&gt;&lt;/p&gt;

</description>
      <category>essence</category>
      <category>epicgames</category>
      <category>ue</category>
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