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<channel>
	<title>Matt Nava Portfolio</title>
	<link>https://mattnava.com</link>
	<description>Matt Nava Portfolio</description>
	<pubDate>Mon, 10 Jun 2024 00:44:23 +0000</pubDate>
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	<item>
		<title>Journey 10th Anniversary Behind the Scenes Retrospective</title>
				
		<link>https://mattnava.com/Journey-10th-Anniversary-Behind-the-Scenes-Retrospective</link>

		<pubDate>Mon, 10 Jun 2024 00:44:23 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Journey-10th-Anniversary-Behind-the-Scenes-Retrospective</guid>

		<description>Journey 10th Anniversary Behind the Scenes Retrospective
On the 10th anniversary of the Journey’s release, I posted a thread on twitter with behind the scenes content from it’s development. I’ve replicated it here:
&#38;nbsp; &#38;nbsp; 10 years ago today thatgamecompany released Journey. I was the art director. It set the course of my career and my art. I'm forever thankful to the community of players and their incredible love for the game. This is a thread comparing early dev images and how things shipped.


&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/cf8eceaed83e0894ee9f80040dfe8889b803fdfba7992e1096796173bb4334b5/JourneyIntro.jpg" data-mid="212590344" border="0"  src="https://freight.cargo.site/w/1000/i/cf8eceaed83e0894ee9f80040dfe8889b803fdfba7992e1096796173bb4334b5/JourneyIntro.jpg" /&#62;

&#60;img width="1920" height="1080" width_o="1920" height_o="1080" data-src="https://freight.cargo.site/t/original/i/dfc6db294ec5ab447db633d95caf394395f2848c0b3d4263e4c2ad951b0bf815/OldJourneyIntro.jpg" data-mid="212590345" border="0"  src="https://freight.cargo.site/w/1000/i/dfc6db294ec5ab447db633d95caf394395f2848c0b3d4263e4c2ad951b0bf815/OldJourneyIntro.jpg" /&#62;
&#60;img width="1128" height="541" width_o="1128" height_o="541" data-src="https://freight.cargo.site/t/original/i/db618088ea2a6bf67e7229cb144d1c4d080ccae94761552f0ae4b76b1cc4b248/JourneyIntroConcept.jpg" data-mid="212590346" border="0"  src="https://freight.cargo.site/w/1000/i/db618088ea2a6bf67e7229cb144d1c4d080ccae94761552f0ae4b76b1cc4b248/JourneyIntroConcept.jpg" /&#62;

&#38;nbsp; &#38;nbsp; Every character here was playable at one point in an early version of the game. I went from humanoid to very detailed, and back to as minimal as possible. Each iteration was an important step in finding the final design.
 


&#60;img width="3000" height="1950" width_o="3000" height_o="1950" data-src="https://freight.cargo.site/t/original/i/dfc402b3f12344b6fe4055139d8b2c11d7503f9f8d82048c496e3636ed86b2a2/CharacterProgression.jpg" data-mid="212590347" border="0"  src="https://freight.cargo.site/w/1000/i/dfc402b3f12344b6fe4055139d8b2c11d7503f9f8d82048c496e3636ed86b2a2/CharacterProgression.jpg" /&#62;
&#38;nbsp; &#38;nbsp; Here's the desert scene vs a painting and 3D prototype I made. I wanted to save bright blue skies for the ending of the game as a reward, so I put a green sky in this earlier scene.
 


&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/6f455fc09391a72fee3b84d9841faedf41d94a6dd4d233ed81a87a2a9cac2dfc/DesertScreenshot.jpg" data-mid="212590348" border="0"  src="https://freight.cargo.site/w/1000/i/6f455fc09391a72fee3b84d9841faedf41d94a6dd4d233ed81a87a2a9cac2dfc/DesertScreenshot.jpg" /&#62;
&#60;img width="1600" height="900" width_o="1600" height_o="900" data-src="https://freight.cargo.site/t/original/i/4832acc0e2136c1d8e7e6c2819fbe67a1a59d9593acdc13179f024c1932c528c/DesertConcept.jpg" data-mid="212590349" border="0"  src="https://freight.cargo.site/w/1000/i/4832acc0e2136c1d8e7e6c2819fbe67a1a59d9593acdc13179f024c1932c528c/DesertConcept.jpg" /&#62;
&#60;img width="1907" height="1009" width_o="1907" height_o="1009" data-src="https://freight.cargo.site/t/original/i/dc45d73fce96352b64ba9e599425452b6e5a069e0435243a090cfd54fc3cae2e/DesertMockup.jpg" data-mid="212590350" border="0"  src="https://freight.cargo.site/w/1000/i/dc45d73fce96352b64ba9e599425452b6e5a069e0435243a090cfd54fc3cae2e/DesertMockup.jpg" /&#62;
&#38;nbsp; &#38;nbsp; Rock arch concept I painted vs the location in the surfing game level.
 




&#60;img width="2434" height="1566" width_o="2434" height_o="1566" data-src="https://freight.cargo.site/t/original/i/ed5b7d971b6c1ad2a13e02a75358e419a6fd1d65d1fbdf3222d625d1da73d04e/CanyonArchConcept.jpg" data-mid="212590351" border="0"  src="https://freight.cargo.site/w/1000/i/ed5b7d971b6c1ad2a13e02a75358e419a6fd1d65d1fbdf3222d625d1da73d04e/CanyonArchConcept.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/194dd91d38a458d3f7d89f77cbbcb6d813d6c340ae204b668fa4b878350fae2d/CanyonArchScreenshot.jpg" data-mid="212590352" border="0"  src="https://freight.cargo.site/w/1000/i/194dd91d38a458d3f7d89f77cbbcb6d813d6c340ae204b668fa4b878350fae2d/CanyonArchScreenshot.jpg" /&#62;
















&#38;nbsp; &#38;nbsp; Here is how the surfing level looked in our editor. This was one of the most complex levels to build. I spent so much time tweaking the angle, position, and shape of every ramp and gully.

 &#60;img width="1153" height="1573" width_o="1153" height_o="1573" data-src="https://freight.cargo.site/t/original/i/d36f33df69df2bd0a901365d5eedefc30a3fe3be66527f66465444e2b3beb05e/CanyonLevel.jpg" data-mid="212590353" border="0"  src="https://freight.cargo.site/w/1000/i/d36f33df69df2bd0a901365d5eedefc30a3fe3be66527f66465444e2b3beb05e/CanyonLevel.jpg" /&#62;




&#38;nbsp; &#38;nbsp; Funny story: Journey had no automatic shadows. I painted them all by hand. The shadow texture was not hi res. To get the iconic sunset columns to cast sharp shadows, I made sure that they aligned with the pixel grid of the texture. Here you can see the shadow map I painted.
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/c35be23c9ce39d550c998d666a6bd081189e60dfc6a86536d34db15f2a058368/SunsetColumns.jpg" data-mid="212590354" border="0"  src="https://freight.cargo.site/w/1000/i/c35be23c9ce39d550c998d666a6bd081189e60dfc6a86536d34db15f2a058368/SunsetColumns.jpg" /&#62;
&#60;img width="1024" height="2048" width_o="1024" height_o="2048" data-src="https://freight.cargo.site/t/original/i/df71fc908b680060f235250c3bde3dbfff1016adfc2c725f38741c1553535383/CanyonShadowMap.png" data-mid="212590356" border="0"  src="https://freight.cargo.site/w/1000/i/df71fc908b680060f235250c3bde3dbfff1016adfc2c725f38741c1553535383/CanyonShadowMap.png" /&#62;
&#60;img width="1287" height="1004" width_o="1287" height_o="1004" data-src="https://freight.cargo.site/t/original/i/9a27a99213b2044244fdf9f49721f96795617e8acd6e9d8e21251a6b4b0ddf3d/ShadowPixels.png" data-mid="212590357" border="0"  src="https://freight.cargo.site/w/1000/i/9a27a99213b2044244fdf9f49721f96795617e8acd6e9d8e21251a6b4b0ddf3d/ShadowPixels.png" /&#62;




&#38;nbsp; &#38;nbsp; Sliding through the canyon ruins. One of my pencil drawings, a colored concept piece and the final area in the game.

 

&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/2c8e53f72f15ceaee776c2f3e194e35c4c425345635d803595fd6fbda2f21c0e/CanyonScreenshot.jpg" data-mid="212590359" border="0"  src="https://freight.cargo.site/w/1000/i/2c8e53f72f15ceaee776c2f3e194e35c4c425345635d803595fd6fbda2f21c0e/CanyonScreenshot.jpg" /&#62;


&#60;img width="2033" height="3000" width_o="2033" height_o="3000" data-src="https://freight.cargo.site/t/original/i/a50ebdfc78025a2eeec522694d0d9c2f165ecf007e5638b111cdb2a6662ecd72/CanyonConcept.jpg" data-mid="212590358" border="0"  src="https://freight.cargo.site/w/1000/i/a50ebdfc78025a2eeec522694d0d9c2f165ecf007e5638b111cdb2a6662ecd72/CanyonConcept.jpg" /&#62;
&#60;img width="4096" height="2907" width_o="4096" height_o="2907" data-src="https://freight.cargo.site/t/original/i/9ed569cc450a757f71725caf28bc8d479568b239a1e500fb0014b0e9647f8ddd/CanyonPencils.jpg" data-mid="212590360" border="0"  src="https://freight.cargo.site/w/1000/i/9ed569cc450a757f71725caf28bc8d479568b239a1e500fb0014b0e9647f8ddd/CanyonPencils.jpg" /&#62;





&#38;nbsp; &#38;nbsp; There was a time when the surfing canyon and the open desert were a single level in our concepts. This piece was done at that early time. Its a 3D visual mockup where I was thinking about the visual style of the game. We always tried to do the most with the least.

 &#60;img width="1863" height="1011" width_o="1863" height_o="1011" data-src="https://freight.cargo.site/t/original/i/730a021ec852338a960a793637eed4cd341c021691a0e9d8ec71718cf53ff504/CanyonPrototype.jpg" data-mid="212590361" border="0"  src="https://freight.cargo.site/w/1000/i/730a021ec852338a960a793637eed4cd341c021691a0e9d8ec71718cf53ff504/CanyonPrototype.jpg" /&#62;


&#38;nbsp; &#38;nbsp; The scary underground area vs the 3D mockup and concept I made for it. This scene almost got the game a Teen rating because reviewers thought there were blood effects. We changed the color of some particles to be less red to get an E rating. It was supposed to be cloth!

 &#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/8466863ee3c864ec327b3914a7fc4658e46e33e4c05e26494d85466ad0b59570/Gaurdian.jpg" data-mid="212590362" border="0"  src="https://freight.cargo.site/w/1000/i/8466863ee3c864ec327b3914a7fc4658e46e33e4c05e26494d85466ad0b59570/Gaurdian.jpg" /&#62;
&#60;img width="1904" height="1071" width_o="1904" height_o="1071" data-src="https://freight.cargo.site/t/original/i/095ebf6eceb1bf66dad2b40d77806e91e4a93a5d54ce926e0beea1f76ff93d48/RuinPrototype.jpg" data-mid="212590363" border="0"  src="https://freight.cargo.site/w/1000/i/095ebf6eceb1bf66dad2b40d77806e91e4a93a5d54ce926e0beea1f76ff93d48/RuinPrototype.jpg" /&#62;
&#60;img width="1600" height="900" width_o="1600" height_o="900" data-src="https://freight.cargo.site/t/original/i/85d442db253ff8f407670b8b4a9fd0e56febc83a678b57ead64c6de71cbac4ab/WarMachineConcept.jpg" data-mid="212590364" border="0"  src="https://freight.cargo.site/w/1000/i/85d442db253ff8f407670b8b4a9fd0e56febc83a678b57ead64c6de71cbac4ab/WarMachineConcept.jpg" /&#62;





&#38;nbsp; &#38;nbsp; Later in the game you climb a ceremonial tower. My concepts were tinted with cool colors. Later in development I switched it to warm colors, to improve the bigger picture color script of the game. There needed to be a sense of warmth before you head to the cold mountain.

 
&#60;img width="3320" height="2446" width_o="3320" height_o="2446" data-src="https://freight.cargo.site/t/original/i/cc869137162fced03ac2324b5aefbcc39aac14115f9ee88f3f97497721b775c1/TowerConcept.jpg" data-mid="212590365" border="0"  src="https://freight.cargo.site/w/1000/i/cc869137162fced03ac2324b5aefbcc39aac14115f9ee88f3f97497721b775c1/TowerConcept.jpg" /&#62;
&#60;img width="4096" height="2304" width_o="4096" height_o="2304" data-src="https://freight.cargo.site/t/original/i/ddd116ee01ebdecf990229a6685f248ad559cc59677b24ff8a15322e0f9cdda0/TowerScreenshot.jpg" data-mid="212590366" border="0"  src="https://freight.cargo.site/w/1000/i/ddd116ee01ebdecf990229a6685f248ad559cc59677b24ff8a15322e0f9cdda0/TowerScreenshot.jpg" /&#62;





&#38;nbsp; &#38;nbsp; The final entry to the mountain vs 3D mockups I did exploring the color palette.&#38;nbsp;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/0e1600aca03bb694dc46850bb1d270f13d3f409db0cb460dc74129f84a312dc8/SnowyMountainScreenshot.jpg" data-mid="212590367" border="0"  src="https://freight.cargo.site/w/1000/i/0e1600aca03bb694dc46850bb1d270f13d3f409db0cb460dc74129f84a312dc8/SnowyMountainScreenshot.jpg" /&#62;
&#60;img width="1904" height="1071" width_o="1904" height_o="1071" data-src="https://freight.cargo.site/t/original/i/833538f2b2c7331b9a77bb400f91a74fbcb18815ae347b8445fe20574903de0d/SnowPrototype.jpg" data-mid="212590368" border="0"  src="https://freight.cargo.site/w/1000/i/833538f2b2c7331b9a77bb400f91a74fbcb18815ae347b8445fe20574903de0d/SnowPrototype.jpg" /&#62;
&#60;img width="1906" height="1072" width_o="1906" height_o="1072" data-src="https://freight.cargo.site/t/original/i/f6524e3ee982031769e8126af8351e14685e87a45364fc3b7b5f9c14faa1a19a/SnowPrototype2.jpg" data-mid="212590369" border="0"  src="https://freight.cargo.site/w/1000/i/f6524e3ee982031769e8126af8351e14685e87a45364fc3b7b5f9c14faa1a19a/SnowPrototype2.jpg" /&#62;





&#38;nbsp; &#38;nbsp; In early prototypes the bad guys were snake-like dragons before they turned into stone beings. The game was actually codenamed "Dragon" in the very early days.

 &#60;img width="3788" height="2130" width_o="3788" height_o="2130" data-src="https://freight.cargo.site/t/original/i/17cf05900a8bee2300d3267b3987257cbc2218fd1ac9c2fb1fef0d31c7eff19f/GaurdianChase.jpg" data-mid="212590370" border="0"  src="https://freight.cargo.site/w/1000/i/17cf05900a8bee2300d3267b3987257cbc2218fd1ac9c2fb1fef0d31c7eff19f/GaurdianChase.jpg" /&#62;
&#60;img width="4096" height="2926" width_o="4096" height_o="2926" data-src="https://freight.cargo.site/t/original/i/9a861a8598d2861b941991a959f503565fb4bd20a00405f0e443ab6171cb406d/OldGaurdianModel.jpg" data-mid="212590371" border="0"  src="https://freight.cargo.site/w/1000/i/9a861a8598d2861b941991a959f503565fb4bd20a00405f0e443ab6171cb406d/OldGaurdianModel.jpg" /&#62;
&#60;img width="3600" height="2100" width_o="3600" height_o="2100" data-src="https://freight.cargo.site/t/original/i/2abee5c4b0a017964c04c6d572b072d50d1e6d279c9b893f4a72f9b71d5b09c5/Dragon.jpg" data-mid="212590372" border="0"  src="https://freight.cargo.site/w/1000/i/2abee5c4b0a017964c04c6d572b072d50d1e6d279c9b893f4a72f9b71d5b09c5/Dragon.jpg" /&#62;





&#38;nbsp; &#38;nbsp; Paintings and 3D mockups I made vs the final level of Journey. This level came in at the very last minute. I still can't believe we pulled it off. We scrapped an on-rails version we hacked in that didnt feel good and got a schedule extension to make it right. Thank goodness.
&#60;img width="1600" height="900" width_o="1600" height_o="900" data-src="https://freight.cargo.site/t/original/i/e3cb7ad8151981e6db5355a59f13f97838b36465b8d8691dcaa66603f57c83b8/SkyGateConcept.jpg" data-mid="212590373" border="0"  src="https://freight.cargo.site/w/1000/i/e3cb7ad8151981e6db5355a59f13f97838b36465b8d8691dcaa66603f57c83b8/SkyGateConcept.jpg" /&#62;
&#60;img width="1892" height="1064" width_o="1892" height_o="1064" data-src="https://freight.cargo.site/t/original/i/8cdaf5a9011628d787440711ca9b1d7ffe2215d7f05fca3c76492e6409dfd20a/SummitConcept.jpg" data-mid="212590374" border="0"  src="https://freight.cargo.site/w/1000/i/8cdaf5a9011628d787440711ca9b1d7ffe2215d7f05fca3c76492e6409dfd20a/SummitConcept.jpg" /&#62;
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&#38;nbsp; &#38;nbsp; Final moment of the game vs a concept I created during one of the very first days of dev, years before. At the time, I didn't know what the ending would really be. I remember the moment right at the end when we got the timing just right for this. It made the game!

 
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/f2f1dd621ddde2a3d5c9f5302183ce677f2aa8f496bf558c567f86c71fff4f6c/FinalMoment.jpg" data-mid="212590376" border="0"  src="https://freight.cargo.site/w/1000/i/f2f1dd621ddde2a3d5c9f5302183ce677f2aa8f496bf558c567f86c71fff4f6c/FinalMoment.jpg" /&#62;
&#60;img width="1600" height="900" width_o="1600" height_o="900" data-src="https://freight.cargo.site/t/original/i/37f653e36e7bb49e44af447c9fda3517324bf667a1c907f61d8f17d3797ed0a8/ClothCanyon.jpg" data-mid="212590377" border="0"  src="https://freight.cargo.site/w/1000/i/37f653e36e7bb49e44af447c9fda3517324bf667a1c907f61d8f17d3797ed0a8/ClothCanyon.jpg" /&#62;



&#38;nbsp; &#38;nbsp; To all who played Journey, thank you! Its been an honor to hear stories about how the game has affected players, and to see the wonderful art people make inspired by it. The game was a very personal story for me, and its incredible that it resonated so deeply. Thank you!

</description>
		
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	<item>
		<title>Nava Blog</title>
				
		<link>https://mattnava.com/Nava-Blog</link>

		<pubDate>Sun, 09 Jun 2024 23:20:18 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Nava-Blog</guid>

		<description>

NAVA BLOG


</description>
		
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	<item>
		<title>Splash</title>
				
		<link>https://mattnava.com/Splash</link>

		<pubDate>Sun, 19 May 2019 21:30:38 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Splash</guid>

		<description>


MATT NAVA


	

CREATIVE DIRECTOR

	

TECHNICAL ARTIST


	

CONCEPT ARTIST







</description>
		
	</item>
		
		
	<item>
		<title>About</title>
				
		<link>https://mattnava.com/About</link>

		<pubDate>Sun, 19 May 2019 22:53:17 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/About</guid>

		<description>
I’m the Studio Creative Director at Giant Squid, a small game development studio which I founded. I directed our games&#38;nbsp;ABZÛ,&#38;nbsp;The Pathless, and Sword of the Sea. Previously

 I was

 employed at thatgamecompany where I was the Art Director on the games Flower and Journey. I also wrote and designed The Art of Journey, a book about the development process and artwork for the game. I went to Otis College of Art and Design where I studied digital media and graduated in 2008. Outside of game development, I am a natural history enthusiast and enjoy drawing, making music and origami. 
Click/tap images to zoom in. on mobile you can pinch to zoom large images further, and swipe between them.</description>
		
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		<title>Drawings</title>
				
		<link>https://mattnava.com/Drawings</link>

		<pubDate>Sun, 19 May 2019 21:43:27 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Drawings</guid>

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</description>
		
	</item>
		
		
	<item>
		<title>Animals</title>
				
		<link>https://mattnava.com/Animals</link>

		<pubDate>Sun, 19 May 2019 21:31:34 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Animals</guid>

		<description>
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	<item>
		<title>JourneySplash</title>
				
		<link>https://mattnava.com/JourneySplash</link>

		<pubDate>Sun, 19 May 2019 23:34:23 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

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		<description>


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		<title>Journey Description</title>
				
		<link>https://mattnava.com/Journey-Description</link>

		<pubDate>Mon, 20 May 2019 00:26:26 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Journey-Description</guid>

		<description>
Journey is a multiplayer game about forming a connection with people in a non violent way as you experience metaphorical stages of life in a surreal desert world. Over the three years of it’s development at thatgamecompany, I was the Art Director and was responsible for much of the game’s design and visuals. I created the character and designed and built the levels. I also played a key role in developing the narrative, game world history/lore, and game design. I did all the concept art, texture painting, lighting, and color scripting. I designed the Journey logo and created all the marketing materials for the game, including the key art and the original trailer. Journey won more than 30 game of the year awards when it came out in 2012. It was featured in The Victoria &#38;amp; Albert Museum’s Videogames: Design/Play/Disrupt exhibition in 2018. Journey was originally developed for the PS3 and has been since ported to PS4, PC, and iOS.</description>
		
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		<title>Journey Trailer</title>
				
		<link>https://mattnava.com/Journey-Trailer</link>

		<pubDate>Sun, 26 May 2019 10:07:04 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Journey-Trailer</guid>

		<description></description>
		
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	<item>
		<title>Journey Making Of</title>
				
		<link>https://mattnava.com/Journey-Making-Of</link>

		<pubDate>Fri, 24 May 2019 05:49:47 +0000</pubDate>

		<dc:creator>Matt Nava Portfolio</dc:creator>

		<guid isPermaLink="true">https://mattnava.com/Journey-Making-Of</guid>

		<description>
A behind the scenes look at Journey that includes interviews with the team and me, filmed near the end of development.</description>
		
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