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<channel>
	<title>You Got Red On You</title>
	
	<link>http://www.worch.com</link>
	<description>Matthias Worch's Homepage</description>
	<lastBuildDate>Mon, 11 Jul 2011 02:38:25 +0000</lastBuildDate>
	<language>en</language>
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		<title>Twitter</title>
		<link>http://feedproxy.google.com/~r/worch/~3/ryal_XQqnmw/</link>
		<comments>http://www.worch.com/2011/07/02/twitter-2/#comments</comments>
		<pubDate>Sat, 02 Jul 2011 07:09:57 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[Life]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2855</guid>
		<description><![CDATA[As you almost certainly noticed I haven&#8217;t posted a lot of opinions on my blog lately. The likely culprit is Twitter, where you&#8217;ll find my current state of mind updated daily in 140 characters of less. It only seems right to add a feed in the sidebar to the left &#8211; feel free to follow [...]]]></description>
			<content:encoded><![CDATA[<p>As you almost certainly noticed I haven&#8217;t posted a lot of opinions on my blog lately. The likely culprit is Twitter, where you&#8217;ll find my current state of mind updated daily in 140 characters of less. It only seems right to add a feed in the sidebar to the left &#8211; feel free to<a href="http://www.twitter.com/mworch" target="_blank"> follow</a> me for frequent updates!</p>
<img src="http://feeds.feedburner.com/~r/worch/~4/ryal_XQqnmw" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>IGDA SF Pecha Kucha Download</title>
		<link>http://feedproxy.google.com/~r/worch/~3/2Gu4udUABpc/</link>
		<comments>http://www.worch.com/2011/04/09/igda-san-francisco-pecha-kucha-rant/#comments</comments>
		<pubDate>Sat, 09 Apr 2011 16:54:55 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[GDC Downloads]]></category>
		<category><![CDATA[IGDA]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2847</guid>
		<description><![CDATA[I presented a short, 7 minute session at the IGDA SF&#8217;s &#8220;Pecha Kucha Night&#8221;, talking about level design, how it fits into game design, and when we&#8217;re doing it wrong. It&#8217;s 22 slides, which you can download right here. (2MB)]]></description>
			<content:encoded><![CDATA[<p>I presented a short, 7 minute session at the IGDA SF&#8217;s &#8220;Pecha Kucha Night&#8221;, talking about level design, how it fits into game design, and when we&#8217;re doing it wrong. It&#8217;s 22 slides, which you <a href="http://www.worch.com/files/gdc/igda_sf_mworch_web.pdf">can download right here</a>. (2MB)</p>
<img src="http://feeds.feedburner.com/~r/worch/~4/2Gu4udUABpc" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>IGDA SF Meeting</title>
		<link>http://feedproxy.google.com/~r/worch/~3/mBWj0PFR7os/</link>
		<comments>http://www.worch.com/2011/04/04/igda-sf-meeting/#comments</comments>
		<pubDate>Tue, 05 Apr 2011 03:35:01 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2843</guid>
		<description><![CDATA[I will be doing a quick game design rant at the IGDA San Francisco&#8217;s &#8216;Pecha Kucha Night&#8216; this Wednesday. Stop by if you&#8217;re in the area!]]></description>
			<content:encoded><![CDATA[<p>I will be doing a quick game design rant at the IGDA San Francisco&#8217;s &#8216;<a href="http://www.facebook.com/event.php?eid=202353206449825" target="_blank">Pecha Kucha Night</a>&#8216; this Wednesday. Stop by if you&#8217;re in the area!</p>
<img src="http://feeds.feedburner.com/~r/worch/~4/mBWj0PFR7os" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Dead Space 2 Release</title>
		<link>http://feedproxy.google.com/~r/worch/~3/qFMAvAQX9sQ/</link>
		<comments>http://www.worch.com/2011/03/13/dead-space-2-release/#comments</comments>
		<pubDate>Sun, 13 Mar 2011 10:56:14 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[Dead Space 2]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2834</guid>
		<description><![CDATA[Dead Space 2 was released just over a month ago! If I haven&#8217;t posted about the game yet it&#8217;s not because of a lack of love &#8211; I&#8217;m absolutely stoked with how the game turned out. I just got sucked into my new job at LucasArts and GDC talk preparations. I might post a more [...]]]></description>
			<content:encoded><![CDATA[<p>Dead Space 2 was released just over a month ago! If I haven&#8217;t posted about the game yet it&#8217;s not because of a lack of love &#8211; I&#8217;m absolutely stoked with how the game turned out. I just got sucked into my new job at LucasArts and <a href="http://www.worch.com/2011/03/05/identity-bubble-download/">GDC talk</a> preparations. I might post a more complete postmortem later, but for now I&#8217;ll leave you with the information that I was the senior level designer on the project and worked on chapters 2, 3 and 6. In other words, everything from the hospital to the church, and the mall/school spaces after the church. I hope you enjoyed the game!</p>
<img src="http://feeds.feedburner.com/~r/worch/~4/qFMAvAQX9sQ" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>GDC 2011: The Identity Bubble – A Design Approach to Character and Story Creation</title>
		<link>http://feedproxy.google.com/~r/worch/~3/g2DYeq6Kn7Q/</link>
		<comments>http://www.worch.com/2011/03/05/identity-bubble-download/#comments</comments>
		<pubDate>Sat, 05 Mar 2011 20:37:51 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[GDC Downloads]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2827</guid>
		<description><![CDATA[Description: Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world? The answer is Both, and the game designer must work carefully to keep the interests of these two consciousnesses aligned. This session presents a design approach for reconciling [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.worch.com/wp-content/uploads/2011/02/gdc2011_ib_matthias_worch.jpg"><img class="size-medium wp-image-2822 aligncenter" title="gdc2011_ib_matthias_worch" src="http://www.worch.com/wp-content/uploads/2011/02/gdc2011_ib_matthias_worch-544x306.jpg" alt="gdc2011 ib matthias worch 544x306 GDC 2011: The Identity Bubble   A Design Approach to Character and Story Creation" width="544" height="306" /></a><strong></strong><br />
<strong>Description: </strong> Who is the actor in a game? Is it the  person holding the controller in  the real world, or the  player-character who moves through the  game-world? The answer is Both,  and the game designer must work  carefully to keep the interests of  these two consciousnesses aligned.  This session presents a design  approach for reconciling  developer-defined and player-derived character  identities. Games often  feature strong pre-authored characters and  story arcs, while trying to  give the player the feeling of uninhibited  agency. The practical  techniques presented here show how to design  stories that dont simply  provide a context for the players actions, but  instead create impulses  and motivations within the player that are in  alignment with those of  the avatar. Player and avatar float along in  unison inside an identity  bubble, working towards a common goal.<br />
<strong></strong></p>
<p><strong>Takeaway: </strong> Attendees understand how games establish a  high level of character  identification, and they acquire techniques  that can be used to achieve  similar results. Writers (and developers  working with external writers)  gain insight into the design and  identity concepts that should guide the  development of character, story  and mission objectives in games.<strong><br />
</strong></p>
<p><strong>Intended Audience: </strong> Game designers, writers and developers working with external writers.<strong></strong></p>
<p style="text-align: right;">Download <a href="http://www.worch.com/files/gdc/The_Identity_Bubble_Web.pdf">the annotated .PDF slides</a> (3mb).<strong><br />
</strong></p>
<img src="http://feeds.feedburner.com/~r/worch/~4/g2DYeq6Kn7Q" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>GDC 2011 Level Design Workshop</title>
		<link>http://feedproxy.google.com/~r/worch/~3/gWZz-VMYQDs/</link>
		<comments>http://www.worch.com/2010/12/11/gdc-2011-level-design-workshop/#comments</comments>
		<pubDate>Sun, 12 Dec 2010 05:41:04 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[GDC]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2805</guid>
		<description><![CDATA[(110) Level Design in a Day: Best Practices from the Best in the Business Monday, Feb. 28, 10am-6pm Speakers Coray Seifert, Senior Game Designer, Arkadium Neil Alphonso,Lead Designer, Splash Damage Matthias Worch, Senior Level Designer, Visceral Games Jim Brown, Lead Level Designer, Epic Games Joel Burgess, Senior Designer, Bethesda Softworks Forrest Dowling, Senior Designer, Irrational [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gdconf.com/conference/tutorials.html#110" target="_blank"><strong>(110) Level Design in a Day: Best Practices from the Best in the Business</strong></a><br />
<strong>Monday, Feb. 28, 10am-6pm</strong></p>
<p><strong>Speakers</strong></p>
<ul>
<li>Coray Seifert, Senior Game Designer, Arkadium</li>
<li>Neil Alphonso,Lead Designer, Splash Damage</li>
<li>Matthias Worch, Senior Level Designer, Visceral Games</li>
<li>Jim Brown, Lead Level Designer, Epic Games</li>
<li>Joel Burgess, Senior Designer, Bethesda Softworks</li>
<li>Forrest Dowling, Senior Designer, Irrational Games</li>
<li>Ed Byrne, Creative Director, Zipper Interactive</li>
</ul>
<p><strong>Session Description</strong><br />
In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry, delving into every aspect of the level design process, from early concept and white-boxing to narrative design and level design metrics. This session brings back last-year’s highly-rated tutorial roster with an all-new line-up of best practices, lessons learned, interactive audience participation and case studies from Brink to Dead Space and Gears of War to Fallout 3. </p>
<p><strong>Takeaway</strong><br />
Newcomers to the world of level design will gain a solid foundation in the art and science of level design while experienced level designers will come away from the talk with a bevy of tips, tricks, and best practices being used by the best level designers in the industry. Experienced producers, artists, and testers will gain an intimate understanding of the level design process, and will be better equipped to manage and collaborate with this essential part of the game development process. </p>
<p><strong>Intended Audience</strong><br />
Level designers, mission designers, game designers, and scripters responsible for crafting moment-to-moment gameplay. Writers, level artists, and quality assurance professionals will come away from this talk better prepared to collaborate and contribute to the level creation process. All attendees should have a solid understanding of the level design process, as well as a basic familiarity with the tools of the trade.</p>
<img src="http://feeds.feedburner.com/~r/worch/~4/gWZz-VMYQDs" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>My GDC 2011 lecture is announced!</title>
		<link>http://feedproxy.google.com/~r/worch/~3/0YCnPqf3J9Y/</link>
		<comments>http://www.worch.com/2010/12/09/my-gdc-2011-lecture-is-announced/#comments</comments>
		<pubDate>Fri, 10 Dec 2010 05:20:57 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[GDC]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2799</guid>
		<description><![CDATA[The Identity Bubble &#8211; A Design Approach to Character and Story Development Speaker/s: Matthias Worch (Visceral Games) Day / Time / Location: TBD Track / Format: Game Design / Lecture Description: Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://schedule.gdconf.com/session/12150">The Identity Bubble &#8211; A Design Approach to Character and Story Development</a> <strong><br />
</strong></p>
<p><strong>Speaker/s: </strong> <a href="http://schedule.gdconf.com/speaker/Matthias-Worch">Matthias Worch (Visceral Games)</a><br />
<strong>Day / Time / Location: </strong> TBD<br />
<strong>Track / Format: </strong> Game Design 	 / Lecture<br />
<strong></strong></p>
<p><strong>Description: </strong> Who is the actor in a game? Is it the person holding the controller in  the real world, or the player-character who moves through the  game-world? The answer is Both, and the game designer must work  carefully to keep the interests of these two consciousnesses aligned.  This session presents a design approach for reconciling  developer-defined and player-derived character identities. Games often  feature strong pre-authored characters and story arcs, while trying to  give the player the feeling of uninhibited agency. The practical  techniques presented here show how to design stories that dont simply  provide a context for the players actions, but instead create impulses  and motivations within the player that are in alignment with those of  the avatar. Player and avatar float along in unison inside an identity  bubble, working towards a common goal.<br />
<strong></strong></p>
<p><strong>Takeaway: </strong> Attendees understand how games establish a high level of character  identification, and they acquire techniques that can be used to achieve  similar results. Writers (and developers working with external writers)  gain insight into the design and identity concepts that should guide the  development of character, story and mission objectives in games.<strong><br />
</strong></p>
<p><strong>Intended Audience: </strong> Game designers, writers and developers working with external writers.<strong><br />
Eligible Passes:</strong> <a href="http://www.gdconf.com/attend/passes.html#2102" target="blank">All Access Pass</a>, <a href="http://www.gdconf.com/attend/passes.html#2103" target="blank">Main Conference Pass</a></p>
<img src="http://feeds.feedburner.com/~r/worch/~4/0YCnPqf3J9Y" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Dead Space 2 Trailer</title>
		<link>http://feedproxy.google.com/~r/worch/~3/_6-H3HGwtu0/</link>
		<comments>http://www.worch.com/2010/12/09/dead-space-2-trailer/#comments</comments>
		<pubDate>Fri, 10 Dec 2010 05:15:16 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[Dead Space 2]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2795</guid>
		<description><![CDATA[The latest and greatest trailer for Dead Space 2 has been released, hope you like it and will buy the game! It&#8217;s hands down the best title I&#8217;ve worked on so far. I did the level design for all those &#8220;Sprawl in chaos&#8221; sections shown in the video.]]></description>
			<content:encoded><![CDATA[<p>The latest and greatest trailer for Dead Space 2 has been released, hope you like it and will buy the game! It&#8217;s hands down the best title I&#8217;ve worked on so far. I did the level design for all those &#8220;Sprawl in chaos&#8221; sections shown in the video.</p>
<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/wiQhlSwxLz0?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/wiQhlSwxLz0?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<img src="http://feeds.feedburner.com/~r/worch/~4/_6-H3HGwtu0" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Internet Indecision</title>
		<link>http://feedproxy.google.com/~r/worch/~3/i2xHpJus_8Q/</link>
		<comments>http://www.worch.com/2010/05/23/internet-indecision/#comments</comments>
		<pubDate>Sun, 23 May 2010 16:46:19 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[Life]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2773</guid>
		<description><![CDATA[I saw this in the newspaper and immediately had to Google it, post it to my webpage, and let all my Facebook friends know about it. Oh, an email!]]></description>
			<content:encoded><![CDATA[<p>I saw this in the newspaper and immediately had to Google it, post it to my webpage, and let all my Facebook friends know about it.</p>
<p style="text-align: center;"><a href="http://comics.com/pearls_before_swine/2010-05-23/" target="_blank"><img class="alignnone size-medium wp-image-2772" title="pearlsbeforeswine" src="http://www.worch.com/wp-content/uploads/2010/05/pearlsbeforeswine-544x255.gif" alt="pearlsbeforeswine 544x255 Internet Indecision" width="544" height="255" /></a></p>
<p>Oh, an email!</p>
<img src="http://feeds.feedburner.com/~r/worch/~4/i2xHpJus_8Q" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>First Dead Space 2 Trailer</title>
		<link>http://feedproxy.google.com/~r/worch/~3/lCEBB5Eh98o/</link>
		<comments>http://www.worch.com/2010/04/30/dead-space-2-teaser/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 15:21:59 +0000</pubDate>
		<dc:creator>Matthias</dc:creator>
				<category><![CDATA[Dead Space 2]]></category>

		<guid isPermaLink="false">http://www.worch.com/?p=2764</guid>
		<description><![CDATA[You can watch the high-res version of this video on the official Dead Space page.]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="540" height="324" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jRTpe1hoHZQ&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="540" height="324" src="http://www.youtube.com/v/jRTpe1hoHZQ&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>You can watch the high-res version of this video <a href="http://deadspace.ea.com/home#video/mediaid=beat_1_video_trailer-20090430125436864" target="_blank">on the official Dead Space page</a>.</p>
<img src="http://feeds.feedburner.com/~r/worch/~4/lCEBB5Eh98o" height="1" width="1"/>]]></content:encoded>
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