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      <title>GAMBIT: Looking Glass Studios Podcast</title>
      <link>http://gambit.mit.edu/updates/videos/</link>
      <description>Singapore-MIT GAMBIT Game Lab</description>
      <language>en</language>
      <copyright>Copyright 2013</copyright>
      <lastBuildDate>Tue, 23 Oct 2012 15:05:41 -0500</lastBuildDate>
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      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 10 - Paul Neurath</title>
         <description>
           <![CDATA[<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s1600/LGSlogo.jpg" imageanchor="1"><br class="Apple-interchange-newline" /><img border="0" height="147" src="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s400/LGSlogo.jpg" width="400" /></a></div>

<p>The 10th and final part of the interview series with members of Looking Glass Studios (1990-2000), the company that wrote the book on 3D first-person narrative game design throughout the 90s, in such games as Ultima Underworld, System Shock, and Thief.</p>

<p>The guest of our final installment is Paul Neurath, co-founder and creative director of Looking Glass from the day it opened to the day it closed a decade later. In this nearly two hour interview I speak with Paul about the breadth of the company's history, including how it came into existence, what made it focus on innovation the way it did, and why they eventually (and suddenly) closed.</p>

<p><a href="http://gambit.mit.edu/podcasts/lgs/podcast10_neurath.mp3">Download the podcast here.</a></p>

<p>CLOSING COMMENT: We may do some encore podcasts in the future should the right people (the mythical Doug Church for example) become available, but for now this is it. Ten interviews, over 10 hours. An admittedly incomplete but hopefully illuminating oral history of one of the most important game developers ever. Hope you found it useful.</p>]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2012/03/looking_glass_studios_intervie_7.php</link>
         <guid>http://gambit.mit.edu/updates/2012/03/looking_glass_studios_intervie_7.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Sun, 04 Mar 2012 19:13:54 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="98404931" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast10_neurath.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 9 - Terri Brosius and Dan Thron</title>
         <description>
           <![CDATA[<p><img alt="LGSlogo.jpg" src="http://gambit.mit.edu/updates/LGSlogo.jpg" width="475" height="176" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Part 9 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.</p>

<p>This week is Terri Brosius and Dan Thron. Dan was an artist/animator on Terra Nova, System Shock 2, and all three Thief games, doing much to solidify the look and feel of the Thief universe. Terri was a voice-actor in both System Shock (as SHODAN) and Thief (as Victoria) as well as a writer/designer for Thief, doing much to shape the overall story arc of the franchise.</p>

<p>I talk with Terri and Dan about how they got into the industry, what influenced them in their contributions to the Thief franchise in particular, and what they consider good storytelling/world building in video games (and why it seems to be so scarce).</p>

<p>If you ever wanted to know who to thank for Thief's infamous eyeball-plucking scene check it out!</p>

<p><a href="http://gambit.mit.edu/podcasts/lgs/podcast9_terridan.mp3">Download The Podcast!</a></p>

<p>To subscribe to the RSS Feed, enter <a href="http://feeds.feedburner.com/LGSpodcast" rel="alternate" type="application/rss+xml"><img src="http://www.feedburner.com/fb/images/pub/feed-icon16x16.png" alt="" style="vertical-align:middle;border:0"/></a> <a href="http://feeds.feedburner.com/LGSpodcast">http://feeds.feedburner.com/LGSpodcast</a> in to your podcast client or RSS reader of choice.</p]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2012/01/looking_glass_studios_intervie_6.php</link>
         <guid>http://gambit.mit.edu/updates/2012/01/looking_glass_studios_intervie_6.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Interviews</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Wed, 18 Jan 2012 18:26:52 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="79624915" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast9_terridan.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 8 - Marc "Mahk" LeBlanc</title>
         <description>
           <![CDATA[<div class="separator" style="clear: both; text-align: center;">

</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s1600/LGSlogo.jpg" imageanchor="1" style="margin-left: em; margin-right: em;"><img border="0" height="147" src="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s400/LGSlogo.jpg" width="400" /></a></div>
<br>
<div style="text-align: justify;">
Part 7 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.

<p>This week is Marc "Mahk" LeBlanc. Marc was a programmer/designer at Looking Glass for most of the company's life, and was one of the major voices in shaping the overarching design aesthetic of the company. This is partially what lead to Marc being a thinker, writer, and educator on game design, developing the MDA framework (Mechanics, Dynamics, Aesthetics) as a simple tool for creating emergence-centric games. I talk with Marc about his time at Looking Glass, how he remembered dealing with simulation, fiction, and emergence across various projects, and how those lessons and strategies have filtered out into the rest of the games industry after the company folded.</p>

<p>If you ever wanted to know how performance-enhancing drugs can help you in <i>System Shock </i>or what the <i>exact</i> difference is between the design philosophies of <i>Deus Ex</i> and <i>Thief</i>, give it a listen.</p>

</div>
<a href="http://gambit.mit.edu/podcasts/lgs/podcast8_leblanc.mp3">Download the podcast here</a>.]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2011/11/podcast-marcleblanc.php</link>
         <guid>http://gambit.mit.edu/updates/2011/11/podcast-marcleblanc.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Thu, 10 Nov 2011 11:02:12 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="48050496" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast8_leblanc.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 7 - Eric Brosius</title>
         <description>
           <![CDATA[<div class="separator" style="clear: both; text-align: center;">

</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s1600/LGSlogo.jpg" imageanchor="1" style="margin-left: em; margin-right: em;"><img border="0" height="147" src="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s400/LGSlogo.jpg" width="400" /></a></div>
<br>
<div style="text-align: justify;">
Part 7 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.

<p>This week it's Harmonix Audio Director Eric Brosius. Eric originally hails from Boston's music scene. He was in the band Tribe along with Greg LoPiccolo and came to Looking Glass as a sound designer around the same time, working first on <i>Terra Nova</i> before moving on to bigger projects. He was one of the few members who continued to work on Looking Glass properties even after the company closed, doing sound design both for <i>System Shock 2</i> at Irrational and <i>Thief: Deadly Shadows</i> at Ion Storm. I talk with Eric mostly about his approach to sound design, how he dealt with things like music vs. ambience, and how such choices became an integral part of Looking Glass's aesthetic and legacy.</p>

<p>If you want to know why there is no "music" slider in <i>Thief </i>or why stealth "works" in <i>System Shock 2</i>, check it out!</p>

</div>
<a href="http://gambit.mit.edu/podcasts/lgs/podcast7_brosius.mp3">Download the podcast here</a>.]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2011/07/_part_7_of_a.php</link>
         <guid>http://gambit.mit.edu/updates/2011/07/_part_7_of_a.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Wed, 27 Jul 2011 18:17:41 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="42337296" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast7_brosius.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 6 - Greg LoPiccolo</title>
         <description>
           <![CDATA[<div class="separator" style="clear: both; text-align: center;">

</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s1600/LGSlogo.jpg" imageanchor="1" style="margin-left: em; margin-right: em;"><img border="0" height="147" src="http://1.bp.blogspot.com/-lUoy6R9N5yU/TWfmq8tCA7I/AAAAAAAAAHU/TSpr2IXXto8/s400/LGSlogo.jpg" width="400" /></a></div>

<div style="text-align: justify;">
Part 6 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.

<p>Next up: Greg LoPiccolo. Greg has risen to&nbsp;impressive&nbsp;heights as the vice president of product development at Harmonix, makers of world famous games like <i>Guitar Hero</i> and&nbsp;<i>Rock Band</i>, but he got his start at Looking Glass back in the 90s. Coming from the music industry (he was bass guitarist in the Boston-based rock band Tribe) he started out as music/sound designer on <i>System Shock</i>, eventually becoming project lead on<i> Thief 1</i>.&nbsp;I talk with Greg about his roots in the music business, how he adapted to the culture of video games and software design, and how that has affected his approach to game development overall.</p>

<p>If you ever wanted to know how SHODAN's voice came about, be sure to give it a listen!</p>

</div>
<a href="http://gambit.mit.edu/podcasts/lgs/podcast6_greg_lopicolo.mp3">Download the podcast here</a>.]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2011/07/looking_glass_studios_intervie_5.php</link>
         <guid>http://gambit.mit.edu/updates/2011/07/looking_glass_studios_intervie_5.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Wed, 13 Jul 2011 17:01:11 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="43706304" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast6_greg_lopicolo.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 5 - Ken Levine</title>
         <description>
           <![CDATA[<p><img alt="LGSlogo.jpg" src="http://gambit.mit.edu/updates/LGSlogo.jpg" width="475" height="176" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Part 5 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.</p>

<p>In this episode I talk with Ken Levine, creative director of Irrational Games and mastermind of the <i>Bioshock </i>series, who got his start as a writer/designer at Looking Glass. Ken was one of the main creative forces in the early days of <i>Thief</i>, helping to shape its eventual story, world, and core mechanics. I talk with him about his memories of working at the studio, his writing and creative process, and how his experience at Looking Glass relates to his later work at Irrational Games.</p>

<p>If you ever wanted to know what film noir has to do with <i>Thief </i>or whether the Master Builder really exists, check it out!</p>

<p><a href="http://gambit.mit.edu/podcasts/lgs/podcast5_kevin_levine.mp3">Download the podcast here</a>.</p>

<p>To subscribe to the RSS Feed, enter <a href="http://feeds.feedburner.com/LGSpodcast" rel="alternate" type="application/rss+xml"><img src="http://www.feedburner.com/fb/images/pub/feed-icon16x16.png" alt="" style="vertical-align:middle;border:0"/></a> <a href="http://feeds.feedburner.com/LGSpodcast">http://feeds.feedburner.com/LGSpodcast</a> in to your podcast client or RSS reader of choice.</p]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2011/06/looking_glass_studios_intervie_4.php</link>
         <guid>http://gambit.mit.edu/updates/2011/06/looking_glass_studios_intervie_4.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Wed, 29 Jun 2011 22:34:22 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="34749216" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast5_kevin_levine.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 4 - Randy Smith</title>
         <description>
           <![CDATA[<p><img alt="LGSlogo.jpg" src="http://gambit.mit.edu/updates/LGSlogo.jpg" width="475" height="176" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Part 4 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.</p>

<p>In this episode I talk with <em>Thief</em> level designer extraordinare Randy Smith. Randy created some of the most memorable levels in the <em>Thief</em> series, often bringing the more horror-inspired elements (zombies, ghosts, mysteries) of the <em>Thief</em> universe to the fore. We talk about his approach to level design and how it developed and evolved in the creative environment of Looking Glass before seguing into some of his post-Looking Glass work, including his role as project lead on Ion Storm's <em>Thief</em> sequel (<em>Deadly Shadows</em>) and his indie company Tiger Style, makers of <em>Spider: The Secret of Bryce Manor</em>.</p>

<p><a href="http://gambit.mit.edu/podcasts/lgs/podcast4_randy_smith.mp3">Download The Podcast!</a></p>

<p>To subscribe to the RSS Feed, enter <a href="http://feeds.feedburner.com/LGSpodcast" rel="alternate" type="application/rss+xml"><img src="http://www.feedburner.com/fb/images/pub/feed-icon16x16.png" alt="" style="vertical-align:middle;border:0"/></a> <a href="http://feeds.feedburner.com/LGSpodcast">http://feeds.feedburner.com/LGSpodcast</a> in to your podcast client or RSS reader of choice.</p]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2011/06/looking_glass_studios_intervie_3.php</link>
         <guid>http://gambit.mit.edu/updates/2011/06/looking_glass_studios_intervie_3.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Wed, 22 Jun 2011 09:06:22 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="57843936" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast4_randy_smith.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 3 - Tim Stellmach and Laura Baldwin</title>
         <description>
           <![CDATA[<p><img alt="LGSlogo.jpg" src="http://gambit.mit.edu/updates/LGSlogo.jpg" width="475" height="176" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Part 3 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.</p>

<p>In this episode I talk with <strong>Tim Stellmach</strong> and <strong>Laura Baldwin</strong>. Tim was lead designer on <em>Thief</em> and <em>Thief II</em>, as well as a designer on <em>Underworld II</em>, <em>System Shock</em>, and <em>Terra Nova</em>. Laura was a designer/writer on <em>Thief</em>. She also worked in <em>System Shock 2</em>.</p>

<p>Again we are joined on this podcast by <strong>Sara Verrilli</strong>, QA on <em>System Shock</em> and designer on <em>Thief</em> and <em>Thief 2</em>.</p>

<p>The discussion mostly covers <em>Thief</em>, though there is some discussion of other projects. If you want to find out where lingo like "taffer" comes from, or what it means, be sure to check it out!</p>

<p><a href="http://gambit.mit.edu/podcasts/lgs/podcast3_tim_laura_sara.mp3">Download The Podcast!</a></p>

<p>To subscribe to the RSS Feed, enter <a href="http://feeds.feedburner.com/LGSpodcast" rel="alternate" type="application/rss+xml"><img src="http://www.feedburner.com/fb/images/pub/feed-icon16x16.png" alt="" style="vertical-align:middle;border:0"/></a> <a href="http://feeds.feedburner.com/LGSpodcast">http://feeds.feedburner.com/LGSpodcast</a> in to your podcast client or RSS reader of choice.</p]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2011/05/looking_glass_studios_intervie_2.php</link>
         <guid>http://gambit.mit.edu/updates/2011/05/looking_glass_studios_intervie_2.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Fri, 06 May 2011 19:06:29 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="48924000" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast3_tim_laura_sara.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 2 - Dan Schmidt</title>
         <description>
           <![CDATA[<p><img alt="LGSlogo.jpg" src="http://gambit.mit.edu/updates/LGSlogo.jpg" width="475" height="176" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>Part 2 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as <em>Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>.</p>

<p>In this episode I talk with <strong>Dan Schmidt</strong>, who was with the company from its very early days (back when it was called Blue Sky Productions). A programmer by vocation, but filling a variety of roles from project management to design to music composition, Dan helped set the tone for the company's subsequent creative output in early projects like <em>Ultima Underworld</em> and <em>Ultima Underworld II</em>.</p>

<p>The podcast covers these projects, as well as Dan's work on <em>Terra Nova</em>, the ambitious squad-based robot sim, and his work in the early stages of <em>Thief</em> before moving on to work at Harmonix Music Systems in its early, pre-<em>Guitar Hero</em> days.</p>

<p>If you want to know what <em>NHL '92</em> has to do with both <em>Ultima Underworld</em> and <em>Rock Band</em> (and who doesn't?) give it a listen.</p>

<p><a href="http://gambit.mit.edu/podcasts/lgs/podcast2_lgs_schmidt.mp3">Download The Podcast!</a></p>

<p>To subscribe to the RSS Feed, enter <a href="http://feeds.feedburner.com/LGSpodcast" rel="alternate" type="application/rss+xml"><img src="http://www.feedburner.com/fb/images/pub/feed-icon16x16.png" alt="" style="vertical-align:middle;border:0"/></a> <a href="http://feeds.feedburner.com/LGSpodcast">http://feeds.feedburner.com/LGSpodcast</a> in to your podcast client or RSS reader of choice.</p

<p><a href="http://www.binarydrift.com/LookingGlass/DanSchmidt.html">See a transcript here.</a></p>]]>
           
         </description>
         <link>http://gambit.mit.edu/updates/2011/03/looking_glass_studios_intervie_1.php</link>
         <guid>http://gambit.mit.edu/updates/2011/03/looking_glass_studios_intervie_1.php</guid>
        
          <category domain="http://www.sixapart.com/ns/types#category">Audio</category>
        
          <category domain="http://www.sixapart.com/ns/types#category">Looking Glass Studios Podcast</category>
        
        
         <pubDate>Mon, 21 Mar 2011 14:23:51 -0500</pubDate>
      <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Singapore-MIT GAMBIT Game Lab</dc:creator><enclosure length="97718976" type="audio/mpeg" url="http://gambit.mit.edu/podcasts/lgs/podcast2_lgs_schmidt.mp3"/></item>
      
      <item>
         <title>Looking Glass Studios Interview Series - Audio Podcast 1 - Austin Grossman</title>
         <description>
           <![CDATA[<p><img alt="LGSlogo.jpg" src="http://gambit.mit.edu/updates/LGSlogo.jpg" width="475" height="176" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></p>

<p>GAMBIT is proud to present the <strong>Looking Glass Studios Interview Series</strong>, an audio podcast series in which we chat with various people who worked for the legendary developer (famous for groundbreaking franchises like<em> Ultima Underworld</em>, <em>System Shock</em>, and <em>Thief</em>) before it tragically closed its doors in 2000.</p>

<p>Up first: <strong>Austin Grossman</strong>. Grossman is a writer, game designer, and novelist who worked at Looking Glass in its early years. In this podcast he discusses his work on <em>Ultima Underworld II: Labyrinth of Worlds</em> and <em>System Shock</em>, the latter of which was highly influential in laying the foundations for modern environmental narrative design. Grossman also discusses his post-Looking Glass work, on such projects as <em>Jurassic Park: Tresspasser</em> and <em>Deus Ex</em>, and the tricky challenge of being a writer in today's commercial games industry.</p>

<p>Joining Austin on the podcast are two other Looking Glass alums: <strong>Andrew Grant</strong>, who also worked with Austin on <em>Trespasser</em> (for Dreamworks Interactive), and <strong>Sara Verrilli</strong>, who worked on <em>System Shock</em>. Andrew and Sara currently work for GAMBIT, and reminisce with Austin on how they grappled with the experimental nature of these games.</p>

<p><a href="http://gambit.mit.edu/podcasts/lgs/podcast1_lgs_Grossman_FINAL.mp3"> Download The Podcast!</a></p>

<p><a href="http://www.binarydrift.com/LookingGlass/AustinGrossman.html">See a transcript here.</a></p>]]>
           
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         <pubDate>Fri, 25 Feb 2011 11:16:40 -0500</pubDate>
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