{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"Game Dev Podcast | Coffee with Butterscotch","title":"[Ep379] Punched by the Rain","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/b5d9c93b\"></iframe>","width":"100%","height":180,"duration":3322,"description":"In this episode, we discuss Thor’s Bifrost, gravity indifferent walls, and designed experiences. How do you construct a unique player experience and actually deliver that intended experience using the tools you have? Do you create a procedurally generated world or intervene and do it yourself? Well, that depends on the scale of the game and what kinds of story moments you want the player to have!","thumbnail_url":"https://img.transistorcdn.com/57RnUDMrX7h6l91fJ2kOsVBxjM7ppOThe0dep8MNmrA/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9zaG93/LzMxMTcxLzE2NTM1/MDM3OTEtYXJ0d29y/ay5qcGc.webp","thumbnail_width":300,"thumbnail_height":300}