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	<title>Matt Oztalay</title>
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		<title>Building Tech Art Infrastructure I</title>
		<link>http://www.oztalay.com/matt/building-tech-art-infrastructure-i/</link>
		<comments>http://www.oztalay.com/matt/building-tech-art-infrastructure-i/#comments</comments>
		<pubDate>Sat, 07 Apr 2012 09:21:55 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Tech Art]]></category>
		<category><![CDATA[maxscript]]></category>
		<category><![CDATA[tech art]]></category>
		<category><![CDATA[tech art infrastructure]]></category>
		<category><![CDATA[vigil]]></category>

		<guid isPermaLink="false">http://www.oztalay.com/matt/?p=1064</guid>
		<description><![CDATA[This is a summation of the discussion and progress I&#8217;ve reported so far, and will continue to do (until such time as my employment at Vigil ends&#8230; at the end of the month), on this Tech-Artists.org thread First, some background. When I started at Vigil as an Environment Artist, the extent of Tech Art at [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Player Position-based Material</title>
		<link>http://www.oztalay.com/matt/player-position-based-material/</link>
		<comments>http://www.oztalay.com/matt/player-position-based-material/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 18:15:09 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Tech Art]]></category>
		<category><![CDATA[kismet]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[player position]]></category>
		<category><![CDATA[udk]]></category>

		<guid isPermaLink="false">http://www.oztalay.com/matt/?p=977</guid>
		<description><![CDATA[Recently, a coworker posed a question to me: &#8220;How do you pass the player position to a material in UDK?&#8221; &#8220;Well, couldn&#8217;t you just use the CameraWorldPosition node? The player and the camera are so close together the effect should be enough, right?&#8221; replied I. &#8220;That could work, but I want to do a far-back [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC 2011 Notes &#8211; Crafting Satisfying Combat Experiences at Insomniac</title>
		<link>http://www.oztalay.com/matt/crafting-satisfying-combat-experiences-at-insomniac/</link>
		<comments>http://www.oztalay.com/matt/crafting-satisfying-combat-experiences-at-insomniac/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:43:15 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Essays and Opinions]]></category>
		<category><![CDATA[combat experiences]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc 2011]]></category>
		<category><![CDATA[insomniac]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[notes]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=683</guid>
		<description><![CDATA[Steps for a basic combat experience - Establish a front Layer setup Establish a combat focus Useful and clear cover Send enemies in waves Have a clear flanking route Re-direct the front Effectively use high-priority targets Give players an immediate read of the space Front -&#62; Needs a No Man’s Land Sides from enemy and [...]]]></description>
		<wfw:commentRss>http://www.oztalay.com/matt/crafting-satisfying-combat-experiences-at-insomniac/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC 2011 Notes &#8211; Tech Art Roundtable 3</title>
		<link>http://www.oztalay.com/matt/gdc-2011-notes-tech-art-rounttable-3/</link>
		<comments>http://www.oztalay.com/matt/gdc-2011-notes-tech-art-rounttable-3/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:42:06 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Essays and Opinions]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc 2011]]></category>
		<category><![CDATA[jeff hanna]]></category>
		<category><![CDATA[notes]]></category>
		<category><![CDATA[roundtable]]></category>
		<category><![CDATA[seth gibson]]></category>
		<category><![CDATA[tech art]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=685</guid>
		<description><![CDATA[How do you optimize across multiple platforms? Optimizing for WinXP is bad because it’s worse than phones right now More people at the roundtable compared to two years ago. The room was too full! &#160; Education -&#62; Need TA students to solve real-world problems Tech Art training sounds like its best done on a person-by-person [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>GDC 2011 Notes &#8211; Strategy Games Panel</title>
		<link>http://www.oztalay.com/matt/gdc-2011-notes-strategy-games-panel/</link>
		<comments>http://www.oztalay.com/matt/gdc-2011-notes-strategy-games-panel/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:41:34 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Essays and Opinions]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc 2011]]></category>
		<category><![CDATA[notes]]></category>
		<category><![CDATA[strategy games]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=684</guid>
		<description><![CDATA[We’re seeing a lot Cinderella success stories int he strategy gaming realm, lots of one-man projects rocking the show What Needs to Change Put design first Maintain core values Player Choice! Think at all different levels of intensity Smaller games -&#62; do they need single-player campaigns? Sins of a Solar Empire doesn&#8217;t have one, for [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>GDC 2011 Notes &#8211; Art Direction for Photoreal Games</title>
		<link>http://www.oztalay.com/matt/gdc-2011-notes-art-direction-for-photoreal-games/</link>
		<comments>http://www.oztalay.com/matt/gdc-2011-notes-art-direction-for-photoreal-games/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:40:33 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Essays and Opinions]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[art direction]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc 2011]]></category>
		<category><![CDATA[notes]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=682</guid>
		<description><![CDATA[It’s really all about getting everything looking juuuuust right Photoreal is just as much an art direction decision as any other style, and there’s a lot of room to play around in that Photoreal requires a lot of creativity, it’s not easy, very difficult to achieve “cinematic photoreal” -&#62; beautiful and visually distinct images -Every [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC 2011 Notes &#8211; Art Culture Panel</title>
		<link>http://www.oztalay.com/matt/gdc-2011-notes-art-culture-panel/</link>
		<comments>http://www.oztalay.com/matt/gdc-2011-notes-art-culture-panel/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:39:30 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Essays and Opinions]]></category>
		<category><![CDATA[art culture]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc 2011]]></category>
		<category><![CDATA[notes]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=681</guid>
		<description><![CDATA[“No dicks, no douchebags, no drama” ~ Gearbox Gearbox encourages culture of critique through anonymous peer reviews of both person and work Encourage mindset of “How good is that other guy, and how do I figure out what he knows?” Have “Training Days” -&#62; Everyone teaches something Show and Tell days -&#62; Art Councils in [...]]]></description>
		<wfw:commentRss>http://www.oztalay.com/matt/gdc-2011-notes-art-culture-panel/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>GDC 2011 Notes &#8211; Designing Limbo&#8217;s Puzzles</title>
		<link>http://www.oztalay.com/matt/gdc-2011-notes-designing-limbos-puzzles/</link>
		<comments>http://www.oztalay.com/matt/gdc-2011-notes-designing-limbos-puzzles/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:38:44 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Essays and Opinions]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc 2011]]></category>
		<category><![CDATA[limbo]]></category>
		<category><![CDATA[notes]]></category>
		<category><![CDATA[puzzles]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=680</guid>
		<description><![CDATA[Focus on gameplay Puzzle Design Principles in Limbo Challenging problem-solving There’s a difference between pretending to solve a puzzle (doing a puzzle) vs. actually solving a puzzle (thinking through, arriving at conclusion, executing) Easy and quickly-understandable mechanics As few elements as possible and simple elements Discourage brute-force trial and error, it ends with the player [...]]]></description>
		<wfw:commentRss>http://www.oztalay.com/matt/gdc-2011-notes-designing-limbos-puzzles/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC 2011 Postmortem</title>
		<link>http://www.oztalay.com/matt/gdc-2011-notes-and-postmortem/</link>
		<comments>http://www.oztalay.com/matt/gdc-2011-notes-and-postmortem/#comments</comments>
		<pubDate>Mon, 14 Mar 2011 07:30:51 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Essays and Opinions]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[career pavilion]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdc 2011]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[notes]]></category>
		<category><![CDATA[san francisco]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=669</guid>
		<description><![CDATA[Went to GDC this year, had a lot of fun. Met a lot of great people, expanded my knowledge base even more. Advice If you worked at a studio over the summer, it’s likely better to wear some manner of apparel from that studio than to try and dress fancy. A lot of devs walk [...]]]></description>
		<wfw:commentRss>http://www.oztalay.com/matt/gdc-2011-notes-and-postmortem/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Geyser &#8211; The Game</title>
		<link>http://www.oztalay.com/matt/geyser-the-game/</link>
		<comments>http://www.oztalay.com/matt/geyser-the-game/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 06:39:04 +0000</pubDate>
		<dc:creator>Ozzy</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[board game]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design club]]></category>
		<category><![CDATA[game jam]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[geyser]]></category>
		<category><![CDATA[world jam]]></category>

		<guid isPermaLink="false">http://oztalay.com/matt/?p=588</guid>
		<description><![CDATA[A simple and elegant board game heavily dependent upon strategy with a subtle hint of chance developed to be played in the world of an ever-shrinking island.]]></description>
		<wfw:commentRss>http://www.oztalay.com/matt/geyser-the-game/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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