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	<title>Comments for Mechanics in Motion</title>
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	<link>http://indiegamesguild.com/ravenborne</link>
	<description>Chris Dodson on Game Design</description>
	<lastBuildDate>Fri, 10 Sep 2010 23:23:02 +0000</lastBuildDate>
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		<title>Comment on Can games change the world? by Roland/Carla</title>
		<link>http://indiegamesguild.com/ravenborne/can-games-change-the-world/comment-page-1/#comment-29</link>
		<dc:creator>Roland/Carla</dc:creator>
		<pubDate>Fri, 10 Sep 2010 23:23:02 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=166#comment-29</guid>
		<description>&#039;&#039;video games train the Kids for war&#039;&#039;  Name that tune and Artist.</description>
		<content:encoded><![CDATA[<p>&#8221;video games train the Kids for war&#8221;  Name that tune and Artist.</p>
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		<title>Comment on A Year of Design by Dr. Curiosity</title>
		<link>http://indiegamesguild.com/ravenborne/a-year-of-design/comment-page-1/#comment-20</link>
		<dc:creator>Dr. Curiosity</dc:creator>
		<pubDate>Wed, 09 Jun 2010 03:03:54 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=185#comment-20</guid>
		<description>Nick&#039;s meaning me - old BBS nicknames die hard ;-) He&#039;s one of my tabletop gaming players who got a sneak peek at the skill choice prototype I was working up a few weeks back.

After the website is launched, I wonder if it might be a good idea to ask people on our Facebook page what kind of character concept they think they&#039;d like to play? Might be useful inspiration in working up some example characters.</description>
		<content:encoded><![CDATA[<p>Nick&#8217;s meaning me &#8211; old BBS nicknames die hard <img src='http://indiegamesguild.com/ravenborne/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  He&#8217;s one of my tabletop gaming players who got a sneak peek at the skill choice prototype I was working up a few weeks back.</p>
<p>After the website is launched, I wonder if it might be a good idea to ask people on our Facebook page what kind of character concept they think they&#8217;d like to play? Might be useful inspiration in working up some example characters.</p>
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		<title>Comment on A Year of Design by Nick</title>
		<link>http://indiegamesguild.com/ravenborne/a-year-of-design/comment-page-1/#comment-19</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Tue, 08 Jun 2010 08:02:30 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=185#comment-19</guid>
		<description>I got to try out the skill buying system a few weeks ago courtesy of Morbid.  I have to say that it worked very well and we kept getting near perfect fits regardless of the character concepts we threw at it (I came up with a Mad Scientist and was very impressed with how the system produced a skill set that fit the character concept), keep up the good work.</description>
		<content:encoded><![CDATA[<p>I got to try out the skill buying system a few weeks ago courtesy of Morbid.  I have to say that it worked very well and we kept getting near perfect fits regardless of the character concepts we threw at it (I came up with a Mad Scientist and was very impressed with how the system produced a skill set that fit the character concept), keep up the good work.</p>
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		<title>Comment on Game Mechanics are Beautiful by Indie Games Guild &#187; Featured Articles &#8211; April</title>
		<link>http://indiegamesguild.com/ravenborne/game-mechanics-are-beautiful/comment-page-1/#comment-12</link>
		<dc:creator>Indie Games Guild &#187; Featured Articles &#8211; April</dc:creator>
		<pubDate>Tue, 04 May 2010 21:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=151#comment-12</guid>
		<description>[...] also discusses how game mechanics can be beautiful.  Personally, I&#8217;ve always thought of code as being beautiful&#8230;. or at least it can be [...]</description>
		<content:encoded><![CDATA[<p>[...] also discusses how game mechanics can be beautiful.  Personally, I&#8217;ve always thought of code as being beautiful&#8230;. or at least it can be [...]</p>
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		<title>Comment on Can games change the world? by Indie Games Guild &#187; Feb &#8211; April recap</title>
		<link>http://indiegamesguild.com/ravenborne/can-games-change-the-world/comment-page-1/#comment-11</link>
		<dc:creator>Indie Games Guild &#187; Feb &#8211; April recap</dc:creator>
		<pubDate>Tue, 04 May 2010 21:15:37 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=166#comment-11</guid>
		<description>[...] Dodson gives an insightful perspective on his thoughts about games changing the world, which was a follow-on to a fantastic TED video.  Can games really change the face of the world [...]</description>
		<content:encoded><![CDATA[<p>[...] Dodson gives an insightful perspective on his thoughts about games changing the world, which was a follow-on to a fantastic TED video.  Can games really change the face of the world [...]</p>
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		<title>Comment on The Concept Behind Concept Art by Dr. Curiosity</title>
		<link>http://indiegamesguild.com/ravenborne/the-concept-behind-concept-art-2/comment-page-1/#comment-3</link>
		<dc:creator>Dr. Curiosity</dc:creator>
		<pubDate>Thu, 11 Feb 2010 10:53:14 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=63#comment-3</guid>
		<description>While I haven&#039;t had a huge amount of communication with artists under my belt yet, I&#039;ve definitely found it useful to be able to have photos - either my own or other people&#039;s - to refer to when trying to communicate certain looks or moods. Of course, familiarising myself with a few architectural and art theory terms along the way certainly seems to help :-)

For all that I&#039;m unskilled in visual design and tend to focus on writing and coding, I&#039;m finding one of the major adjustments when researching and writing for game content is in providing sufficient cues (either in description or visual example) that artists can use. It&#039;s underlining just how much interdisciplinary flexibility you need for game work, regardless of your role in a project.</description>
		<content:encoded><![CDATA[<p>While I haven&#8217;t had a huge amount of communication with artists under my belt yet, I&#8217;ve definitely found it useful to be able to have photos &#8211; either my own or other people&#8217;s &#8211; to refer to when trying to communicate certain looks or moods. Of course, familiarising myself with a few architectural and art theory terms along the way certainly seems to help <img src='http://indiegamesguild.com/ravenborne/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>For all that I&#8217;m unskilled in visual design and tend to focus on writing and coding, I&#8217;m finding one of the major adjustments when researching and writing for game content is in providing sufficient cues (either in description or visual example) that artists can use. It&#8217;s underlining just how much interdisciplinary flexibility you need for game work, regardless of your role in a project.</p>
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		<title>Comment on Finding Direction in Indie Art by Matthew Gray</title>
		<link>http://indiegamesguild.com/ravenborne/finding-the-direction-in-indie-art-direction/comment-page-1/#comment-2</link>
		<dc:creator>Matthew Gray</dc:creator>
		<pubDate>Wed, 10 Feb 2010 15:41:40 +0000</pubDate>
		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=7#comment-2</guid>
		<description>Interesting article -- and you&#039;re absolutely right; in just about every professional discipline, be it software development, engineering, graphic design, or even scoring a soundtrack, some sort of process needs to be followed.  The practices and processes of a creative team necessary for an effective art pipeline are, in many cases, rather alien to a software developer (I can attest to this, being a coder myself).

Looking forward to your next post in the series ;)</description>
		<content:encoded><![CDATA[<p>Interesting article &#8212; and you&#8217;re absolutely right; in just about every professional discipline, be it software development, engineering, graphic design, or even scoring a soundtrack, some sort of process needs to be followed.  The practices and processes of a creative team necessary for an effective art pipeline are, in many cases, rather alien to a software developer (I can attest to this, being a coder myself).</p>
<p>Looking forward to your next post in the series <img src='http://indiegamesguild.com/ravenborne/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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