<?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/2bd9d6c1cd5a409c86abe5949e86a227&quot; frameborder=&quot;0&quot; width=&quot;1728&quot; height=&quot;1296&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1296</height><width>1728</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1296</thumbnail_height><thumbnail_width>1728</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/2bd9d6c1cd5a409c86abe5949e86a227-1707822128819.gif</thumbnail_url><duration>494.74</duration><title>Organizing Project Files for Real-Time Experiences</title><description>In this video, I explain how to organize project files for games, AR/VR experiences, and real-time visualization products. I discuss the importance of using a git repository for game engine content and art assets, and when to use a shared folder for non-versioned files. I demonstrate how to use Anchorpoint for selective checkout and metadata tagging. No action is requested from the viewers.</description></oembed>