<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/074a4467c0d445de88aecf89069526ee&quot; frameborder=&quot;0&quot; width=&quot;1672&quot; height=&quot;1254&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1254</height><width>1672</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1254</thumbnail_height><thumbnail_width>1672</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/074a4467c0d445de88aecf89069526ee-08c38fe857968bf1.gif</thumbnail_url><duration>247.7358</duration><title>Creating Polygon GBA: An Audio-Visual Experience of King Gizzard&apos;s Album</title><description>In this video, I’m excited to share my project called Polygon GBA, which is an audio-visual release of King Gizzard&apos;s album Polygon Don&apos;t Wanna Land for the Game Boy Advance. I’ve encoded the music in the ADPCM format, allowing for real-time animations that sync with the audio, and I’ve created features like track cycling, pause/play, and two animation modes. The visual experience transitions from a retro palette to a full color spectrum as you reach the album&apos;s climax, reflecting its themes. I’m open to collaboration on creative coding projects, so feel free to reach out if you&apos;re interested! Thank you for watching!</description></oembed>