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	<title>Comments on: Level design patterns</title>
	<link>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/</link>
	<description>mind/tech bazar from outer space</description>
	<pubDate>Sun, 07 Sep 2008 08:01:02 +0000</pubDate>
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		<title>By: Chris</title>
		<link>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-244159</link>
		<author>Chris</author>
		<pubDate>Tue, 06 Feb 2007 18:26:49 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-244159</guid>
		<description>This is what I was thinking of...

http://www.spacetimeplay.org/

What is computer and video game space – and: is there an architectural history of game space-time? How do architectures, city spaces, and landscapes change when they are transformed into physical game boards, or when they become an extension of a desktop computer game? How can architects and urban designers apply games and game technologies as tools for drafting and planning?</description>
		<content:encoded><![CDATA[<p>This is what I was thinking of&#8230;</p>
<p><a href="http://www.spacetimeplay.org/" rel="nofollow">http://www.spacetimeplay.org/</a></p>
<p>What is computer and video game space – and: is there an architectural history of game space-time? How do architectures, city spaces, and landscapes change when they are transformed into physical game boards, or when they become an extension of a desktop computer game? How can architects and urban designers apply games and game technologies as tools for drafting and planning?</p>
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		<title>By: Chris</title>
		<link>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-235470</link>
		<author>Chris</author>
		<pubDate>Thu, 25 Jan 2007 18:28:28 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-235470</guid>
		<description>Nope it wasn't that.</description>
		<content:encoded><![CDATA[<p>Nope it wasn&#8217;t that.</p>
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		<title>By: Nicolas</title>
		<link>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-235400</link>
		<author>Nicolas</author>
		<pubDate>Thu, 25 Jan 2007 16:03:36 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-235400</guid>
		<description>maybe it's that one: http://www.selectparks.net/modules.php?name=News&#038;file=article&#038;sid=386
The borders between Games and Reality (when Games influence Reality)</description>
		<content:encoded><![CDATA[<p>maybe it&#8217;s that one: <a href="http://www.selectparks.net/modules.php?name=News&#038;file=article&#038;sid=386" rel="nofollow">http://www.selectparks.net/modules.php?name=News&#038;file=article&#038;sid=386</a><br />
The borders between Games and Reality (when Games influence Reality)</p>
]]></content:encoded>
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	<item>
		<title>By: chris</title>
		<link>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-235238</link>
		<author>chris</author>
		<pubDate>Thu, 25 Jan 2007 11:19:50 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/01/25/level-design-patterns/#comment-235238</guid>
		<description>interesting. i saw a site somewhere once where someone did a call for projects about how game level design influenced architecture, but i cant find it anywhere.</description>
		<content:encoded><![CDATA[<p>interesting. i saw a site somewhere once where someone did a call for projects about how game level design influenced architecture, but i cant find it anywhere.</p>
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