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  </channel><item rdf:about="http://www.gamasutra.com/view/news/294586/Video_The_dos_and_donts_of_game_dev_workplace_design.php">
    <title>Gamasutra - Video: The dos and don'ts of game dev workplace design</title>
    <dc:date>2017-03-29T09:00:10+00:00</dc:date>
    <link>http://www.gamasutra.com/view/news/294586/Video_The_dos_and_donts_of_game_dev_workplace_design.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[A few years back, veteran game developer (and former architectural historian) Demetri Detsaridis hopped onstage at GDC 2015 to examine why game developers should think more deeply about where they work, and how they can improve that workspace in order to improve their games.]]></description>
<dc:subject>games studio architecture interior design office</dc:subject>
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    <title>Dantilon: The Brutal Deluxe | Flickr - Photo Sharing!</title>
    <dc:date>2016-06-05T14:18:34+00:00</dc:date>
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    <dc:creator>DirkSonguer</dc:creator><dc:subject>architecture art images future cities</dc:subject>
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<item rdf:about="http://www.cityofsound.com/blog/2015/05/tesla-powerwall.html">
    <title>cityofsound: Essay: On Tesla Powerwall, and the skirmish between Moore's law and physical laws</title>
    <dc:date>2015-05-16T06:13:20+00:00</dc:date>
    <link>http://www.cityofsound.com/blog/2015/05/tesla-powerwall.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[It was for a 130cm tall x 86 cm wide x 18cm deep box of lithium-ion battery storage. And yet it got the whoops and cheers accordingly. It’s just as well that the Duracell Bunny couldn’t see the attention this thing got.

Yet it could indeed change the world, this thing. It could indeed change the basic patterns of urban development, just as it could change the carbon footprint of entire societies.]]></description>
<dc:subject>architecture technology society tesla cities</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.microsoft.com/en-us/news/stories/88acres/88-acres-how-microsoft-quietly-built-the-city-of-the-future-chapter-1.aspx">
    <title>88 Acres</title>
    <dc:date>2013-04-21T21:00:47+00:00</dc:date>
    <link>http://www.microsoft.com/en-us/news/stories/88acres/88-acres-how-microsoft-quietly-built-the-city-of-the-future-chapter-1.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[A small, covert team of engineers at Microsoft cast aside suggestions that the company spend US$60 million to turn its 500-acre headquarters into a smart campus to achieve energy savings and other efficiency gains. Instead, applying an “Internet of Things meets Big Data” approach, the team invented a data-driven software solution that is slashing the cost of operating the campus’ 125 buildings. The software, which is saving Microsoft millions of dollars, has been so successful that the company and its partners are now helping building managers across the world deploy the same solution. And with commercial buildings consuming an estimated 40 percent of the world’s total energy, the potential is huge.]]></description>
<dc:subject>architecture microsoft energy green</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:b6e114d6595f/</dc:identifier>
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<item rdf:about="http://altdevblogaday.com/2011/11/22/organic-game-design/">
    <title>Organic Game Design « #AltDevBlogADay</title>
    <dc:date>2011-11-27T08:21:27+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/11/22/organic-game-design/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[What can architecture teach us about game design?

In this article, I’ll look at architecture to see what elements can be incorporated into game design.  Architecture is a large field, and as a part of design there is already a lot of overlap with game design, so I’m going to focus on a style of architecture known as organic architecture.  This article of course can only scratch the surface of either organic architecture or architecture as a field, but will hopefully give a taste that will inspire further exploration.]]></description>
<dc:subject>gamedesign leveldesign architecture z3</dc:subject>
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<item rdf:about="https://plus.google.com/112678702228711889851/posts/eVeouesvaVX">
    <title>Rip Rowan - Google+ - Stevey's Google Platforms Rant I was at Amazon for about…</title>
    <dc:date>2011-10-13T19:33:27+00:00</dc:date>
    <link>https://plus.google.com/112678702228711889851/posts/eVeouesvaVX</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This post was intended to be shared privately and was accidentally made public. Thanks to +Steve Yegge for allowing us to keep it out there. It's the sort of writing people do when they think nobody is watching: honest, clear, and frank.

The world would be a better place if more people wrote this sort of internal memoranda, and even better if they were allowed to write it for the outside world.

Hopefully Steve will not experience any negative repercussions from Google about this. On the contrary, he deserves a promotion.]]></description>
<dc:subject>amazon architecture google platform</dc:subject>
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<item rdf:about="http://www.codinghorror.com/blog/2011/04/working-with-the-chaos-monkey.html">
    <title>Coding Horror: Working with the Chaos Monkey</title>
    <dc:date>2011-05-04T13:49:36+00:00</dc:date>
    <link>http://www.codinghorror.com/blog/2011/04/working-with-the-chaos-monkey.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Late last year, the Netflix Tech Blog wrote about five lessons they learned moving to Amazon Web Services. AWS is, of course, the preeminent provider of so-called "cloud computing", so this can essentially be read as key advice for any website considering a move to the cloud. And it's great advice, too. Here's the one bit that struck me as most essential]]></description>
<dc:subject>architecture cloud design programming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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    <title>Gamasutra - Features - Infinite Space: An Argument for Single-Sharded Architecture in MMOs</title>
    <dc:date>2010-08-10T07:35:58+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/4175/infinite_space_an_argument_for_.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[[In this much-referenced technical piece originally published in Game Developer magazine late last year, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.]
]]></description>
<dc:subject>article design development eve gamedesign gamedev programming sql database mmog architecture</dc:subject>
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<item rdf:about="http://www.popmatters.com/pm/column/126029-meaning-in-video-game-spaces">
    <title>My Own Private Architecture &lt; PopMatters</title>
    <dc:date>2010-06-08T06:41:26+00:00</dc:date>
    <link>http://www.popmatters.com/pm/column/126029-meaning-in-video-game-spaces</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The biggest hurdle for convincing someone that games can be meaningful is explaining interactivity. To someone looking over your shoulder while you play a game, gaming probably looks very mindless. If you stop playing and try to explain the design, you end up rattling off equations and rules, which just makes it sound dull. Since video games are a bit complicated, handing someone a controller and insisting that they just go at it doesn’t really work either. Interacting with the content and design simultaneously is what makes a game engaging. There is, however, something that everyone interacts with daily that communicates meaning like a video game: architecture.
]]></description>
<dc:subject>gamedesign architecture games design inspiration</dc:subject>
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<item rdf:about="http://97-things.near-time.net/wiki">
    <title>Home Page for 97 Things [97 Things] : Near-Time</title>
    <dc:date>2009-02-18T14:56:15+00:00</dc:date>
    <link>http://97-things.near-time.net/wiki</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The following are axioms for software architects by software architects. These axioms have been contributed under the Creative Commons, Attribution 3 open source license. 

97 Things Every Software Architect Should Know
These are the axioms accepted into the book which will be published by O'Reilly Media next year.

Other Things Software Architects Should Know
These are axioms that were contributed and are good in their own right, but were not accepted into the "97 Things" book.
]]></description>
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