<?xml version="1.0" encoding="UTF-8" standalone="no"?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><rss xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" version="2.0"><channel><title>Design Matters Podcast</title><description></description><managingEditor>noreply@blogger.com (Anonymous)</managingEditor><pubDate>Thu, 24 Oct 2024 05:05:25 -0700</pubDate><generator>Blogger http://www.blogger.com</generator><openSearch:totalResults xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">2</openSearch:totalResults><openSearch:startIndex xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">1</openSearch:startIndex><openSearch:itemsPerPage xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">25</openSearch:itemsPerPage><link>https://designmatterspodcast.blogspot.com/</link><language>en-us</language><itunes:explicit>yes</itunes:explicit><itunes:image href="https://cdn.discordapp.com/attachments/332397515657838593/450859297677508608/Design_Matters_Banner_5.png"/><itunes:keywords>Video,Games,Game,Design,Discussion</itunes:keywords><itunes:summary>Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own.&#13;
&#13;
Join Steve and Trev as they do a deep dive into the various systems and design decisions across multiple genres and platforms. What worked? What didn't? How did these systems translate to the player? &#13;
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Find out the answers to these questions and more as you learn a bit about the decisions that go into game design from industry veterans.</itunes:summary><itunes:subtitle>Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own.&#13;
&#13;
Join Steve and Trev as they do a deep dive into the various systems and design decisions across multiple genres and p</itunes:subtitle><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games"/></itunes:category><itunes:owner><itunes:email>noreply@blogger.com</itunes:email></itunes:owner><item><title>Design Matters Episode 2 - Pillars of Eternity 2: Deadfire</title><link>https://designmatterspodcast.blogspot.com/2019/01/design-matters-episode-2-pillars-of.html</link><category>Podcast</category><author>noreply@blogger.com (Anonymous)</author><pubDate>Sun, 20 Jan 2019 20:36:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3381715422962494138.post-2418726307181364902</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOuI_2XMssKWu6eWfmv2smZkpdohaN7IsLY2PJZCxyNcS7mGZx7NQMkQx0pbVZCR8QBRxN337zWJWQ2AO2o7GsOI_wNCywezqL1eJctKUQVfFgrhQ0nZczPpuqUad3bGrSbmDjwMZqqmg/s1600/Design_Matters_Logo_Purple.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" data-original-height="800" data-original-width="800" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOuI_2XMssKWu6eWfmv2smZkpdohaN7IsLY2PJZCxyNcS7mGZx7NQMkQx0pbVZCR8QBRxN337zWJWQ2AO2o7GsOI_wNCywezqL1eJctKUQVfFgrhQ0nZczPpuqUad3bGrSbmDjwMZqqmg/s200/Design_Matters_Logo_Purple.png" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;i&gt;Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Steve and Trev explore the makings of Pillars of Eternity 2: Deadfire in their second episode. Join them as they do a deep dive into the various systems and design decisions from the perspective of industry veterans. What worked? What didn't? How did these systems translate to the player?&lt;br /&gt;
&lt;br /&gt;
Find out the answers to these questions and more as you learn a bit about the decisions that go into game design.</description><enclosure length="0" type="audio/mpeg" url="https://ia801506.us.archive.org/29/items/DesignMattersEpisode2Pillars2/Design%20Matters%20Episode%202%20-%20Pillars%202.mp3"/><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOuI_2XMssKWu6eWfmv2smZkpdohaN7IsLY2PJZCxyNcS7mGZx7NQMkQx0pbVZCR8QBRxN337zWJWQ2AO2o7GsOI_wNCywezqL1eJctKUQVfFgrhQ0nZczPpuqUad3bGrSbmDjwMZqqmg/s72-c/Design_Matters_Logo_Purple.png" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><itunes:explicit>yes</itunes:explicit><itunes:subtitle>Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own. Steve and Trev explore the makings of Pillars of Eternity 2: Deadfire in their second episode. Join them as they do a deep dive into the various systems and design decisions from the perspective of industry veterans. What worked? What didn't? How did these systems translate to the player? Find out the answers to these questions and more as you learn a bit about the decisions that go into game design.</itunes:subtitle><itunes:author>noreply@blogger.com (Anonymous)</itunes:author><itunes:summary>Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own. Steve and Trev explore the makings of Pillars of Eternity 2: Deadfire in their second episode. Join them as they do a deep dive into the various systems and design decisions from the perspective of industry veterans. What worked? What didn't? How did these systems translate to the player? Find out the answers to these questions and more as you learn a bit about the decisions that go into game design.</itunes:summary><itunes:keywords>Video,Games,Game,Design,Discussion</itunes:keywords></item><item><title>Design Matters Episode 1 - God of War</title><link>https://designmatterspodcast.blogspot.com/2018/05/design-matters-episode-1-god-of-war.html</link><category>Podcast</category><author>noreply@blogger.com (Anonymous)</author><pubDate>Tue, 29 May 2018 19:18:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3381715422962494138.post-4042200868319210584</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOuI_2XMssKWu6eWfmv2smZkpdohaN7IsLY2PJZCxyNcS7mGZx7NQMkQx0pbVZCR8QBRxN337zWJWQ2AO2o7GsOI_wNCywezqL1eJctKUQVfFgrhQ0nZczPpuqUad3bGrSbmDjwMZqqmg/s1600/Design_Matters_Logo_Purple.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" data-original-height="800" data-original-width="800" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOuI_2XMssKWu6eWfmv2smZkpdohaN7IsLY2PJZCxyNcS7mGZx7NQMkQx0pbVZCR8QBRxN337zWJWQ2AO2o7GsOI_wNCywezqL1eJctKUQVfFgrhQ0nZczPpuqUad3bGrSbmDjwMZqqmg/s200/Design_Matters_Logo_Purple.png" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;i&gt;Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Join Steve and Trev as they do a deep dive into the various systems and design decisions in Sony's "God of War." from a perspective of industry veterans. What worked? What didn't? How did these systems translate to the player?&lt;br /&gt;
&lt;br /&gt;
Find out the answers to these questions and more as you learn a bit about the decisions that go into game design.</description><enclosure length="0" type="audio/mpeg" url="https://archive.org/download/DesignMattersEpisode1/Design%20Matters%20Episode%201.mp3"/><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOuI_2XMssKWu6eWfmv2smZkpdohaN7IsLY2PJZCxyNcS7mGZx7NQMkQx0pbVZCR8QBRxN337zWJWQ2AO2o7GsOI_wNCywezqL1eJctKUQVfFgrhQ0nZczPpuqUad3bGrSbmDjwMZqqmg/s72-c/Design_Matters_Logo_Purple.png" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><itunes:explicit>yes</itunes:explicit><itunes:subtitle>Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own. Join Steve and Trev as they do a deep dive into the various systems and design decisions in Sony's "God of War." from a perspective of industry veterans. What worked? What didn't? How did these systems translate to the player? Find out the answers to these questions and more as you learn a bit about the decisions that go into game design.</itunes:subtitle><itunes:author>noreply@blogger.com (Anonymous)</itunes:author><itunes:summary>Steve Martinez and Trevor Page are employees of Blizzard Entertainment and the thoughts and opinions expressed are entirely their own. Join Steve and Trev as they do a deep dive into the various systems and design decisions in Sony's "God of War." from a perspective of industry veterans. What worked? What didn't? How did these systems translate to the player? Find out the answers to these questions and more as you learn a bit about the decisions that go into game design.</itunes:summary><itunes:keywords>Video,Games,Game,Design,Discussion</itunes:keywords></item></channel></rss>