2 episodes

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 across multiple genres and platforms. 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 from industry veterans.

Design Matters Podcast noreply@blogger.com (Anonymous)

    • Leisure

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 across multiple genres and platforms. 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 from industry veterans.

    Design Matters Episode 2 - Pillars of Eternity 2: Deadfire

    Design Matters Episode 2 - Pillars of Eternity 2: Deadfire

    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.

    Design Matters Episode 1 - God of War

    Design Matters Episode 1 - God of War

    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.

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