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  </channel><item rdf:about="http://www.gamasutra.com/blogs/DeannaVanBuren/20151012/254238/Architecture_in_Video_Games_Designing_for_Impact.php">
    <title>Gamasutra: Deanna Van Buren's Blog - Architecture in Video Games: Designing for Impact</title>
    <dc:date>2015-10-15T09:03:18+00:00</dc:date>
    <link>http://www.gamasutra.com/blogs/DeannaVanBuren/20151012/254238/Architecture_in_Video_Games_Designing_for_Impact.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Wonderful article from an architect who worked on "The Witness" about the role of architecture practice in game design, and all the rough edges architects see within game worlds. Good on spatial design principles, too.]]></description>
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    <dc:creator>infovore</dc:creator><description><![CDATA["Yes, we could have started with the placeholder structures and made them more elaborate and better-looking, in a general video-game-level-design way, but that’s different from having well-thought-out ideas subtly embodied in the structures of the areas, which is what we are going for." The Witness used real architecture and landscape architecture firms to help design its world.]]></description>
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