<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.3.4">Jekyll</generator><link href="https://pixelpilgrimstudios.com/blog/feed.xml" rel="self" type="application/atom+xml" /><link href="https://pixelpilgrimstudios.com/blog/" rel="alternate" type="text/html" /><updated>2026-05-19T00:26:56-07:00</updated><id>https://pixelpilgrimstudios.com/blog/feed.xml</id><title type="html">Pixel Pilgrim Studios | Blog</title><subtitle>Game dev devlog — Pixel Pilgrim Studios</subtitle><entry><title type="html">The Drug Name Emoji Game</title><link href="https://pixelpilgrimstudios.com/blog/2025/05/06/the-drug-name-emoji-game" rel="alternate" type="text/html" title="The Drug Name Emoji Game" /><published>2025-05-06T00:00:00-07:00</published><updated>2025-05-06T00:00:00-07:00</updated><id>https://pixelpilgrimstudios.com/blog/2025/05/06/the-drug-name-emoji-game</id><content type="html" xml:base="https://pixelpilgrimstudios.com/blog/2025/05/06/the-drug-name-emoji-game"><![CDATA[<p><img src="/blog/assets/img/the-drug-name-emoji-game.png" alt="The Drug Name Emoji Game" class="img-fluid mx-auto d-block" /></p>

<h2 id="case-study">Case Study</h2>

<p><strong>Project Overview</strong></p>

<p>The Drug Name Emoji Game is a web-based, mobile-friendly rebus-style quiz designed to help pharmacy students 
(and practicing healthcare professionals) learn and reinforce common anti-infective drug names. Players see an emoji 
puzzle alongside blank letter tiles and must either tap the correct letter tile or type their guess within a 30-second timer. 
Each round allows an extra 10–20% of the letters in guesses and starts with three lives. Incorrect guesses or time-outs each cost one life. 
The game features 40 drug names, and players earn points based on letters revealed, remaining guesses, and time left, encouraging replay to improve scores.</p>

<p>This project was inspired by Dr. Timothy Gauthier’s original PDF “The Drug Name Emoji Game” on idstewardship.com. 
It was also inspired by my daughter Ari, a CPhT, who I thought would enjoy a digital version. 
After reaching out, Dr. Gauthier agreed to collaborate, and I built out the web/mobile version under Pixel Pilgrim Studios.</p>

<div class="d-flex justify-content-center">
<iframe width="560" height="315" src="https://www.youtube.com/embed/9W88gnmMovs?si=Xiz5DcOnEESMmUZp" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen=""></iframe>
</div>

<p><strong>Problem Statement &amp; Objectives</strong></p>

<p><strong>Problem:</strong> Traditional paper-based quizzes can feel static and fail to engage today’s learners.
<strong>Objectives:</strong></p>
<ul>
  <li>Migrate from a static PDF printout to an interactive, web-based experience.</li>
  <li>Ensure mobile compatibility so students can practice anywhere.</li>
  <li>Retain educational rigor while enhancing engagement through gameplay mechanics.</li>
</ul>

<p><strong>Target Audience &amp; Context</strong></p>
<ul>
  <li>Primary: Pharmacy students studying infectious-disease pharmacology.</li>
  <li>Secondary: Healthcare professionals seeking a quick, gamified review.</li>
  <li>Assumptions: Users are familiar with anti-infective drug names and have access to a smartphone, tablet, or computer with keyboard/mouse.</li>
</ul>

<p><strong>Role &amp; Team Composition</strong></p>

<p>Role: Sole developer &amp; designer.</p>

<p>Assets:</p>
<ul>
  <li>Art: licensed from Craftpix.net and openemoji.org.</li>
  <li>Audio: sourced &amp; edited via itch.io assets, FL Studio, and Audacity.</li>
  <li>Testers: Sara Diaz and Ariel Moya.</li>
</ul>

<p>Team Size: 3 contributors (myself + 2 testers) plus outsourced asset providers</p>

<p><strong>Timeline &amp; Milestones</strong></p>
<ul>
  <li><strong>Start:</strong> April 20, 2025.</li>
  <li><strong>Prototype Complete:</strong> April 26, 2025.</li>
  <li><strong>Beta Version:</strong> May 3, 2025.</li>
  <li><strong>Launch:</strong> May 5, 2025.</li>
</ul>

<p>Total Effort: ~40 hours (weekends only)</p>

<p><strong>Technology &amp; Tools</strong></p>
<ul>
  <li>Engine &amp; Language: Godot 4.4.1 with GDScript, using our in-house “Wayfarer Framework” (autoloads for state management, UI controls, etc.).</li>
  <li>Art Tools: Adobe Illustrator, Photoshop.</li>
  <li>Audio Tools: FL Studio, Audacity.</li>
  <li>Development IDE: Godot Editor, Jetbrains Rider for scripts.</li>
</ul>

<p><strong>Game Design &amp; Mechanics</strong></p>
<ul>
  <li>Rebus Presentation: Emoji + blank tiles represent each drug name.</li>
  <li>Lives &amp; Timer: 3 lives per session; 30 sec countdown per word.</li>
  <li>Guess Limits: Players may make guesses equal to 10–20% of the length of the drug name before losing a life.</li>
  <li>Scoring: Coins earned based on unused guesses and time remaining.</li>
  <li>In-Game Store: Spend coins on extra time, hints, or additional lives.</li>
</ul>

<p><strong>Architecture &amp; Code Structure</strong></p>
<ul>
  <li>Framework Reuse: Leveraged existing autoloads (GameStateManager, GameUtils) from Wayfarer.</li>
  <li>Modularity: Functional composition of game logic and separate resource files for drug-name data and emojis.</li>
  <li>Maintainability: Clear scene hierarchy (levels, UI overlays) and reusable UI components (pause menu, dev console stubs).</li>
</ul>

<p><strong>Challenges &amp; Solutions</strong></p>

<p>No major blockers arose.
Thanks to the Wayfarer Framework’s built-in timer management and our prior work on composable UI scenes, development remained smooth and on-schedule.</p>

<p><strong>Testing, QA &amp; Iteration</strong></p>
<ul>
  <li>Methods: Five rounds of playtests and structured feedback sessions with Sara D. and Ariel M.</li>
  <li>Key Iteration: Added a visible “tried letters” tile overlay so players could track past guesses.</li>
</ul>

<p><strong>Launch &amp; Distribution</strong></p>
<ul>
  <li>Delivery: Web build published on itch.io and embed code supplied to idstewardship.com.</li>
  <li>Promotion: Shared link on Discord, Threads.net, and relevant Reddit communities.</li>
</ul>

<p><strong>Metrics &amp; Outcomes</strong></p>
<ul>
  <li>First 24 hrs: 16 unique players, average session ~2 minutes.</li>
  <li>Next Steps: Integrate Google Analytics tracking for retention, replay rate, and engagement heatmaps.</li>
</ul>

<p><strong>User Feedback &amp; Testimonials</strong></p>

<p>“It’s hard but fun.” - Ariel M.</p>

<p>“I loved deciphering the emojis!” - Sara D.</p>

<p>Players appreciated the challenge and replayability, noting the rebus format kept sessions engaging.</p>

<p><strong>Lessons Learned</strong></p>
<ul>
  <li>Modular Code Pays Off: Composition enabled rapid reuse of UI components and logic.</li>
  <li>Data-First Design: Choosing flexible data structures up front simplified emoji and drug-name loading.</li>
  <li>Interactive Polish Matters: Custom shaders and AnimationPlayer effects significantly boosted “fun factor.”</li>
</ul>

<p><strong>Future Roadmap</strong></p>
<ul>
  <li>Content Expansion: Add more drug names to broaden the learning scope.</li>
  <li>Mobile App: Package as native iOS/Android builds.</li>
  <li>Thematic Re-skins: Repurpose the framework for other subject areas (e.g., software tools, art history) by swapping data, UI skins, and audio.</li>
</ul>

<p>Try tha game now:</p>

<div class="d-flex justify-content-center">
<iframe frameborder="-1" src="https://itch.io/embed/3511780" width="552" height="167"><a href="https://pixel-pilgrim-studios.itch.io/the-drug-name-emoji-game">The Drug Name Emoji Game by Pixel Pilgrim Studios</a></iframe>
</div>]]></content><author><name></name></author><category term="Case Study" /><category term="blog" /><category term="games" /><category term="case-study" /></entry><entry><title type="html">Discouraging Contributions</title><link href="https://pixelpilgrimstudios.com/blog/2025/04/14/discouraging-contributions" rel="alternate" type="text/html" title="Discouraging Contributions" /><published>2025-04-14T00:00:00-07:00</published><updated>2025-04-14T00:00:00-07:00</updated><id>https://pixelpilgrimstudios.com/blog/2025/04/14/discouraging-contributions</id><content type="html" xml:base="https://pixelpilgrimstudios.com/blog/2025/04/14/discouraging-contributions"><![CDATA[<p><img src="/blog/assets/img/discouraging-contributions.png" alt="Discouraging Contributions" class="img-fluid mx-auto d-block" /></p>

<p>I have been working on tooling for my indie game studio in the last few weeks. 
It is a framework with pre-built systems, components, specific coding conventions, best practices, a well-defined project structure, and custom tools to aid development. It has helped me get started making games quickly and easily.</p>

<p>In my excitement, I shared it with the world on Reddit and LinkedIn. My LinkedIn network has only a handful of game developers, most of whom paid no attention to my posts. However, on Reddit, the attention was primarily negative.</p>

<p>It was the first Reddit post I ever made that had more downvotes than upvotes, resulting in a 0-upvote post as of 20 hours.</p>

<p>It’s discouraging to put so much effort into something you hope will be helpful for others and find that most of the 6k views downvoted the project.</p>

<p>Funny enough, there were only eight comments, and most discussed the best license. I ended up releasing it under MIT and fully open-source for anyone to do what they want.</p>

<p>On Itch.io, the analytics were different. Two hundred sixty people found it from the home page under ‘new tools,’ and nine downloaded it. Hopefully they found it useful.</p>

<p>I made the tool for myself and found it saved me a lot of time with boilerplate. Other indie devs could use something like this as a starting point.</p>

<p>I had three games in development: UAP, SnackSwap, and Arcana. I’ve since ported all of my games to use my new framework, and it has been a much nicer development experience.</p>

<p>This submission isn’t the end of my attempts to contribute something open-source. I’ll keep building tools and sharing them. I’m satisfied if it has helped at least one developer publish their game.</p>

<p>You can check it out on <a href="https://pixel-pilgrim-studios.itch.io/wayfarer-framework">Itch.io</a> or <a href="https://github.com/PixelPilgrimStudios/wayfarer-framework">Github</a></p>

<p>— UhhHehHeh</p>]]></content><author><name></name></author><category term="Blog" /><category term="blog" /></entry><entry><title type="html">Stuck but still moving</title><link href="https://pixelpilgrimstudios.com/blog/2025/04/06/stuck-but-still-moving" rel="alternate" type="text/html" title="Stuck but still moving" /><published>2025-04-06T00:00:00-07:00</published><updated>2025-04-06T00:00:00-07:00</updated><id>https://pixelpilgrimstudios.com/blog/2025/04/06/stuck-but-still-moving</id><content type="html" xml:base="https://pixelpilgrimstudios.com/blog/2025/04/06/stuck-but-still-moving"><![CDATA[<p><img src="/blog/assets/img/stuck-but-still-moving.png" alt="Stuck but still moving" class="img-fluid mx-auto d-block" /></p>

<p>I started this journey on January 15th, full of motivation. I set out to make three different games, each in a different genre, to push myself creatively.</p>

<p>I wanted to learn, build, and actually release something cool.</p>

<p>I self-funded everything with some savings of around $2,000, mostly going to real artists for assets. 
I chose not to use AI art. I wanted the work to have a soul, and I wanted to support actual people.</p>

<p>But life hit. My Day job got intense. My personal life got busy. And just like that, all momentum stopped. 
I haven’t touched my games in weeks. The project money is gone, and without it, everything is on pause.</p>

<p>I’ve thought about making the assets myself using Aseprite and Photoshop. I mean, I’ve tried. But it’s hard to stay inspired when the mountain keeps growing.</p>

<p>I streamed a bit on Twitch, but my environment is too noisy, making streaming difficult. No one wants to watch a “no commentary” stream. 
I uploaded a few YouTube videos from a past game jam, but editing and maintaining a channel takes more time than I have.</p>

<p>I feel stuck in a loop. Too many ideas. Not enough time. And now I’m even starting to feel dread around something I love to do. That’s not a good sign, is it?</p>

<p>What I really need is a community of people who are in it for real. Folks who code, who finish things, who keep showing up.</p>

<p>Most of the Discord or itch.io communities I’ve joined feel like ghost towns. Lots of hype and little follow-through.</p>

<p>I don’t want to be that guy.</p>

<p>So now what?  Maybe I’ll try to block time on a calendar. 
I’ll try to stay organized with my Obsidian vault and Toggl Timer.</p>

<p>I’m not quitting.</p>

<p>But if I’m being honest with myself, I’m tired, I’m stuck, and I’m not sure what the next right step is.</p>

<p>I’ll figure it out? One slow, uncertain step at a time, I guess.</p>

<p>If you’re on the same boat, or if you’re someone who’s stuck, too, feel free to reach out. Maybe we can build something together.</p>

<p>— UhhHehHeh</p>]]></content><author><name></name></author><category term="Blog" /><category term="blog" /></entry><entry><title type="html">My first game jam</title><link href="https://pixelpilgrimstudios.com/blog/2025/03/01/my-first-game-jam" rel="alternate" type="text/html" title="My first game jam" /><published>2025-03-01T00:00:00-08:00</published><updated>2025-03-01T00:00:00-08:00</updated><id>https://pixelpilgrimstudios.com/blog/2025/03/01/my-first-game-jam</id><content type="html" xml:base="https://pixelpilgrimstudios.com/blog/2025/03/01/my-first-game-jam"><![CDATA[<h1 id="brackeys-game-jam-20251">Brackey’s Game Jam 2025.1</h1>

<p><img src="/blog/assets/img/ReWTFm.png" alt="ReWTFm.png" class="img-fluid mx-auto d-block" /></p>

<p>For anyone who has followed me on any of my other websites, you may recall that I’ve been teaching myself game development
since about <a href="https://yourwebdevguy.com/blog/projects/2019/03/03/side-project-game-dev.html" target="_blank">2019</a></p>

<p>I had tried a handful of game engines and frameworks and I ultimately decided that I would use <a href="https://godotengine.org" target="_blank">Godot</a> 
and <a href="https://phaser.io" target="_blank">Phaser</a> for my <a href="https://pixelpilgrimstudios.com" target="_blank">Indie Game Studio</a></p>

<p>For the games I’ve been working on, I’ve been working with Artists to create art work for me while I focus on the code.</p>

<p>One problem I ran into though was, I ran out of money real fast. The art work ranges from $120-$400 for sprites and game assets.</p>

<p>Being a self-funded indie game developer means it may be a few months or even a year or so before I can get disposable income that I can 
use for my projects. I decided I needed to do something to start getting some practice in.</p>

<p>What better way to practice than to join a game jam?</p>

<h2 id="the-game-jam">The Game Jam</h2>

<p>I joined a few discord servers with game jam communities. One of these was Brackeys game jam server. 
I met three other game jam participants Aguren, C, and AdultSwaim.</p>

<p>We partnered up and anxiously awaited the theme to be announced.</p>

<p>After a few weeks the official game jam started and the theme was “Nothing can go wrong”.</p>

<h2 id="documenting-my-process">Documenting my process</h2>

<p>To keep track of my progress and evaulate how I was working, I decided to capture my days using OBS Studio along with tracking my time with Toggl’s Pomodoro timer.
We created a GitHub project, assigned a few tasks and began working.</p>

<iframe width="560" height="315" src="https://www.youtube.com/embed/videoseries?si=8gMBhEeRmaO4R5vz&amp;list=PLVpzMuMKeU0BV7B-fExjOvWYk4QOALrED" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" class="d-block mx-auto"></iframe>

<h2 id="our-submission">Our Submission</h2>

<p>It was a fun project, quite stressful but enjoyable overall. Here is the link to our submission which we were able to turn in 3 hours before the deadline.</p>

<p><a href="https://pixel-pilgrim-studios.itch.io/fate-of-the-dice" target="_blank"><img src="/blog/assets/img/pixel-pilgrim-studios.itch.io_fate-of-the-dice.png" alt="pixel-pilgrim-studios.itch.io_fate-of-the-dice.png" class="img-fluid" /></a></p>

<iframe frameborder="0" src="https://itch.io/embed-upload/12895267?color=333333" allowfullscreen="" width="1280" height="740" class="col-12"><a href="https://pixel-pilgrim-studios.itch.io/fate-of-the-dice">Play Fate of the Dice on itch.io</a></iframe>]]></content><author><name></name></author><category term="Game Jams" /><category term="blog" /></entry><entry><title type="html">Hello World</title><link href="https://pixelpilgrimstudios.com/blog/2025/02/28/hello-world" rel="alternate" type="text/html" title="Hello World" /><published>2025-02-28T00:00:00-08:00</published><updated>2025-02-28T00:00:00-08:00</updated><id>https://pixelpilgrimstudios.com/blog/2025/02/28/hello-world</id><content type="html" xml:base="https://pixelpilgrimstudios.com/blog/2025/02/28/hello-world"><![CDATA[<h1 id="hello-world">Hello World!</h1>

<p>Welcome to my first official post here on the web for UhhHehHeh.com! Allow me to introduce myself and this blog.</p>

<h2 id="who-am-i">Who am I</h2>

<p><img src="/blog/assets/img/AbrahamCuenca.png" alt="Abraham Cuenca" class="img-fluid w-25 float-left rounded-5 ml-2 mb-2" /></p>

<p>I’m <a href="https://abrahamcuenca.com" target="_blank">Abe</a> A.K.A. UhhHehHeh, formerly known as GamingWithAbe… and Professionally Known as <a href="https://yourwebdevguy.com" target="_blank">YourWebDevGuy</a> and Founder of <a href="https://pixelpilgrimstudios.com" target="_blank">Pixel Pilgrim Studios</a>.</p>

<h2 id="a-brief-history-lesson">A brief history lesson</h2>

<p>It all started back in 2018 when my nephew suggested that I stream minecraft on YouTube. I was always a fan of Minecraft, but I hadn’t really done any live-streaming before.
Curious about the experience I agreed. I streamed regularly and after a year I began to grow slowly but surely. 
I began to get a small following. First 3, then 5 then 20 and so on. It motivated me to do it more often and more seriously.</p>

<p>I began streaming as “<em>Gaming with Abe</em>” and everything was great, for a while. Until I began to see if I could monetize the channel
so that I could upgrade my streaming setup. I only made about $3 from the channel over a year, so I began also streaming on Twitch.</p>

<div class="row">
<div class="col-12 col-md-2">
<img src="/blog/assets/img/70subsgwa.png" alt="" class="img-fluid" />
</div>
<div class="col-12 col-md-2">
<img src="/blog/assets/img/merch.png" alt="" class="img-fluid" />
</div>

<div class="col-12 col-md-2">
<img src="/blog/assets/img/gamingwithabemc.jpg" alt="" class="img-fluid" />
</div>
<div class="col-12 col-md-2">
<img src="/blog/assets/img/gamingwithabeminecraft.jpg" alt="" class="img-fluid" />
</div>
<div class="col-12 col-md-2">
<img src="/blog/assets/img/ukog.jpg" alt="" class="img-fluid" />
</div>
<div class="col-12 col-md-2">
<img src="/blog/assets/img/tournaments.jpg" alt="" class="img-fluid" />
</div>
</div>
<p><br /></p>

<h3 id="one-small-problem">One small problem…</h3>

<p>The problem was I am a huge fan of Strategy games like Diablo, Sid Meier’s Civilization series, City Skylines, Anno 1800, Crusader Kings, etc.
I’m also a huge fan of fighting games like Brawlhalla, and I enjoy stealthier First-Person shooters like Escape From Tarkov.</p>

<p>Unfortunately, the audience I had gained on YouTube that eventually followed me to Twitch only wanted Minecraft games. If I wasn’t 
streaming Minecraft, they weren’t joining the stream.</p>

<p>Now, I am a gamer at heart. I have over 1500 games on various platforms, and I’m very active on Steam and Discord but being forced into a box
where all I could play was one game really irritated me.</p>

<p>Out of frustration, I simply removed all my followers and deleted my channels which had grown to 100 on YouTube and 600 on Twitch.</p>

<h2 id="re-inventing-myself-as-uhhhehheh-on-twitch">Re-inventing myself as UhhHehHeh on Twitch</h2>

<p>I did enjoy streaming, and by now I had a nice setup with tons of El Gato equipment (not sponsored btw) including a Stream Deck, 
El Gato Wave3 Microphone, El Gato Camera, El Gato Key Light,  El Gato Green Screen. After all of this invested monies I figured I should keep putting it to use.</p>

<p>I started a new channel on Twitch with a new username: “UhhHehheh”. The name was derived from one of my favorite shows as a young lad: 
<a href="https://www.imdb.com/title/tt0105950/" target="_blank">Beavis and Butthead</a>.</p>

<div class="row">
<div class="col-12">
<img src="/blog/assets/img/beavisandbutthead.jpg" alt="" class="img-thumbnail w-25" />
</div>
</div>
<p><br /></p>

<h2 id="the-end-of-a-semi-successful-twitch-channel">The end of a semi-successful Twitch Channel</h2>

<p>Now when I say semi-successful, I mean in the context of hitting affiliate within a month and eventually gaining a small but
predictable revenue stream of approximately $299 a month.
I have friends and family who also streamed on twitch for at least a year with regular streams who were never able to
hit affiliate, and they put in as much work as I did, so I considered getting a regular Twitch paycheck success.</p>

<p>For UhhHehHeh on Twitch I peaked at about 499 followers and averaged 30 viewers per stream which alone is quite an achievement.</p>

<p>However, I ended up killing my channel by making one small mistake.</p>

<p>I somehow gained an audience in Mexico, and my chat began to be flooded with Spanish speakers. 
There isn’t anything inherently wrong with that, and I speak both English and Spanish fluently. 
But as soon as Spanish messages began to hit my chat, my English speakers would tend to leave often with messages such as 
“Have a great stream Abe! I don’t understand Spanish. I’m going to go watch something else.”</p>

<p>It was very disheartening to see my original subscribers who had been with me from the start begin to fall off.</p>

<p>Although the Spanish followers were quite faithful and showed up often times more regularly than my English audience,
it was the English audience that donated bits and subs. 
The Spanish-speaking audience would co-host my streams and join my tournaments and I had a lot of fun with them.</p>

<p>I was torn. I wasn’t in it for the money but either group didn’t stick around when the other was there. I felt a sense of obligation to the followers paying real money.</p>

<p>I tried scheduling some streams in English on certain days and then Spanish the others, but it didn’t work.</p>

<p>Little by little my channel just died with both groups dissatisfied. 
When the streams eventually dropped to an audience of 2-3 viewers (one of which I was certain was Nightbot, and the other my girlfriend)
I took a break.</p>

<p><img src="/blog/assets/img/uhhhehheh.jpg" alt="uhhhehheh.jpg" class="img-fluid" /></p>

<p>By “took a break” I mean, I stopped streaming completely by 2023.</p>

<h2 id="uhhhehheh-revival">UhhHehHeh revival</h2>

<p>I had the domain name which I had purchased for selling merch, game tournament announcements, and scoreboards.</p>

<p>I used the same username for my <a href="https://itch.io/profile/uhhhehheh" target="_blank">itch.io profile</a> which I had intended to use while making a few games.</p>

<p>I might as well use it for my Game Dev. A more casual blog vs the professional one for my Indie Game Studio.</p>

<p>How frequently will I post? I have no idea. The game studio venture is a passion project I work on mostly on weekends. If I have time, and as I find something worth sharing, I’ll share it here.</p>

<p>If you’d like to hang out and chat, I’m always on Discord so feel free to <a href="https://discord.gg/pSFrjY6B53" target="_blank">join me on my discord server</a></p>

<p>Thanks!</p>

<p>— UhhHehHeh</p>]]></content><author><name></name></author><category term="Blog" /><category term="blog" /></entry><entry><title type="html">Hello World</title><link href="https://pixelpilgrimstudios.com/blog/blog/2023/06/24/hello-world/" rel="alternate" type="text/html" title="Hello World" /><published>2023-06-24T00:00:00-07:00</published><updated>2023-06-24T00:00:00-07:00</updated><id>https://pixelpilgrimstudios.com/blog/blog/2023/06/24/hello-world</id><content type="html" xml:base="https://pixelpilgrimstudios.com/blog/blog/2023/06/24/hello-world/"><![CDATA[<p>Hello World</p>

<pre class="text-small">
<code>
     (  )   (   )  )
      ) (   )  (  (
      ( )  (    ) )
      _____________
     &lt;_____________&gt; ___
     |             |/ _ \
     |               | | |
     |               |_| |
  ___|             |\___/  
 /    \___________/    \
 \_____________________/
</code>
</pre>]]></content><author><name></name></author><category term="blog" /><category term="blog" /></entry></feed>