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    <title>Nested</title>
    <dc:date>2021-08-20T12:29:42+00:00</dc:date>
    <link>http://orteil.dashnet.org/nested</link>
    <dc:creator>DirkSonguer</dc:creator><dc:subject>art game scifi text</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://minimaxir.com/2014/02/glory-to-the-helix/">
    <title>Game Theory: How 70,000 Pokemon Players Sabotage Themselves | minimaxir | Max Woolf's Blog</title>
    <dc:date>2014-02-22T16:36:44+00:00</dc:date>
    <link>http://minimaxir.com/2014/02/glory-to-the-helix/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[On the game live-streaming site Twitch.tv, one user simply known as “TwitchPlaysPokemon” setup a live-stream of Pokemon Red, but with a twist: all game commands, such as “up”,“down”,“left”,“right”,“b”,“a”,“select”, and “start”, would be input by typing the appropriate command into the livestream chat. At first, this seems like a crazy idea: if thousands of people are inputting commands at the same time, could we accomplish anything in the game?]]></description>
<dc:subject>game games gamemechanics social killer troll</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf">
    <title>media.steampowered.com/apps/abrashblog/Abrash Dev Days 2014.pdf</title>
    <dc:date>2014-02-16T11:53:58+00:00</dc:date>
    <link>http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I’m not a visionary, but I hope to do much the same for you today with a part of the Metaverse that 
hasn’t yet happened, virtual reality. I’m sure you’re all familiar with the Oculus Rift DK1, and I’d guess 
that most of you think it’s just an interesting curiosity at this point. That’s a reasonable take right now, 
but we think you should pay close attention, because VR is likely to have a big impact much sooner 
than you think – and Valve’s working hard to make that happen.]]></description>
<dc:subject>game pdf valve gamedev VR talk article</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://thegameprodigy.com/battleheart-being-smart-about-your-games-size/">
    <title>Battleheart: Being Smart About Your Game’s Size | The Game Prodigy</title>
    <dc:date>2012-09-14T08:47:07+00:00</dc:date>
    <link>http://thegameprodigy.com/battleheart-being-smart-about-your-games-size/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The Game Prodigy Want a lesson in how to save yourself from a content explosion? Look no further than Mika Mika Mobile’s Battleheart, a poster child of a game that would normally take an army of artists and animators to finish yet was done … Continue reading →]]></description>
<dc:subject>The Game Prodigy</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e7b3b23897e2/</dc:identifier>
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<item rdf:about="http://onlyagame.typepad.com/only_a_game/2012/09/game-audit-pitfalls-1-right-directions.html">
    <title>Only a Game: Game Audit Pitfalls (1): Right Directions</title>
    <dc:date>2012-09-06T05:24:38+00:00</dc:date>
    <link>http://onlyagame.typepad.com/only_a_game/2012/09/game-audit-pitfalls-1-right-directions.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Only a Game

Over on ihobo today, the first of a two part series looking at the process of auditing game designs. This is really just an opportunity for me to mouth off about some of the nonsense I’ve endured in this regard, but I hope that I can offer some interesting perspectives for anyone considering auditing their project’s game design or story externally.

Part one, Right Decisions, looks at how to get off to a good start when auditing a game design or narrative, and is up on ihobo.com now.
]]></description>
<dc:subject>Only a Game</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:bdd4c16e882f/</dc:identifier>
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<item rdf:about="http://www.html5gamedevs.com/2012/07/24/real-time-multiplayer-html5/">
    <title>Real Time Multiplayer in HTML5 | HTML5 Game Development</title>
    <dc:date>2012-08-01T13:05:10+00:00</dc:date>
    <link>http://www.html5gamedevs.com/2012/07/24/real-time-multiplayer-html5/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[HTML5 Game Development

When you consider making multiplayer games, there are many methods available for creating a game that friends can play online. There is a good variety of multiplayer game types – take for example a card game you play synchronously with friends. Turns are made, information is exchanged in (semi) real time and the game progresses in discrete steps. Another example, Chess, can be asynchronous. Players take their time, contemplating possible actions and play their next move one week from now. These types of multiplayer games exist in browsers, and have for a long time. The nature of the browser itself makes it easy to make semi real time games, but we want more-visceral real time action.

Card games and Chess both usually require communication with a server and communication with the other players in order to work online. This is the foundation of a multiplayer experience to be possible – and for a long time this has existed via HTTP, where POST and GET have always been used to manage games.

The trouble with these methods is the delay, posting a message and waiting for a response each time is just too slow. It works for the semi real time and asynchronous games, but real time games require messages sent and received sometimes in the region of 33~66 times per second, something that is not quite possible with HTTP alone.

Luckily, in modern browsers we can take one step higher, and have a real time connection between a server and clients. The purpose of this discussion is to present one overview of how multiplayer games are made. We will look at input prediction, lag compensation, client interpolation and more importantly – how to do this in your normal browser using websockets. The article will present a playable demo with parameters to play with, showcasing the concepts discussed.

http://buildnewgames.com/real-time-multiplayer/
]]></description>
<dc:subject>HTML5 Game Development</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:6a586bbe5561/</dc:identifier>
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<item rdf:about="http://www.html5gamedevs.com/2012/07/23/progressive-enhancement-browser-based-games/">
    <title>Progressive Enhancement in Browser-Based Games | HTML5 Game Development</title>
    <dc:date>2012-07-23T22:56:48+00:00</dc:date>
    <link>http://www.html5gamedevs.com/2012/07/23/progressive-enhancement-browser-based-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[HTML5 Game Development

Browser-based games are uniquely positioned at the intersection of the web and games, inheriting all the capabilities and resources of the web and browser technology. However they also face many of the same problems associated with developing for the web, while still retaining the intrinsic challenges of game development. One fundamental challenge of web development is providing access to the diversity of devices accessing the web, allowing users to interact with content regardless of platform or connectivity. One strategy for working with such diversity — progressive enhancement — is of significant benefit to browser-based game developers, and can help realize the full potential of games on the web.

http://buildnewgames.com/progressive-enhancement/
]]></description>
<dc:subject>HTML5 Game Development</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:39b36361871f/</dc:identifier>
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<item rdf:about="http://www.html5gamedevs.com/2012/07/20/html5-mobile-game-dev-beginners/">
    <title>HTML5 Mobile Game Dev for Beginners | HTML5 Game Development</title>
    <dc:date>2012-07-23T15:27:45+00:00</dc:date>
    <link>http://www.html5gamedevs.com/2012/07/20/html5-mobile-game-dev-beginners/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[HTML5 Game Development

An affordable online course on HTML5 Mobile Game Dev aimed for beginners has been released! This course will guide you through the creation of HTML5 crossplatform games using the open source LimeJS game development framework. The course is 100% video based so that you can see in real time how games are created from scratch. Each lesson comes with its own zip file with all the code so that you can have a play with the examples and used them as starters for your own games.

Some of the things you’ll be learning here are:

Creating a game that works regardless of the screen resoultion of your device.

Using the touchscreen in your games.

Creating cool animations and transitions.

Adding sound to your games.

Creating your first spaceship game.

Using 2D physics in your games.

Deploy your HTML5 into a single lightweight JS file.

http://www.udemy.com/html5-game-development
]]></description>
<dc:subject>HTML5 Game Development</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:612b3d62b683/</dc:identifier>
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<item rdf:about="http://www.html5gamedevs.com/2012/07/20/wooga-html5-project-open-source/">
    <title>Wooga HTML5 Project Goes Open Source | HTML5 Game Development</title>
    <dc:date>2012-07-23T15:27:42+00:00</dc:date>
    <link>http://www.html5gamedevs.com/2012/07/20/wooga-html5-project-open-source/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[HTML5 Game Development

Wooga is excited to announce ‘Pocket Island’, an open source HTML5 game now available to download and iterate upon.

Pocket Island launched under the name ‘Magic Land Island’ in October last year. Wooga has now stopped development and is making the game open source. The title was originally conceived as an experiment for Facebook’s emerging HTML5 platform and was a launch partner before the project developed into a fully fledged title and one of the world’s most advanced HTML5 games.

The project team are now handing over development to the community and making their work freely accessible to all. Featuring new age HTML5 APIs, Wooga’s vision for Pocket Island is to encourage and inspire the HTML5 community to bring the technology forward to the point where it’s suitable for the mass market.

https://github.com/wooga/pocket-island
]]></description>
<dc:subject>HTML5 Game Development</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:efac9314a9c5/</dc:identifier>
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<item rdf:about="http://www.html5gamedevs.com/2012/07/20/lionhead-veterans-join-html5-studio-turbulenz/">
    <title>Lionhead veterans join HTML5 studio Turbulenz | HTML5 Game Development</title>
    <dc:date>2012-07-23T15:27:37+00:00</dc:date>
    <link>http://www.html5gamedevs.com/2012/07/20/lionhead-veterans-join-html5-studio-turbulenz/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[HTML5 Game Development

Turbulenz, the UK-based HTML5 studio and online gaming destination, has added three veterans from Lionhead Studios to its growing workforce. All three hires are from the Fable: The Journey development team: lead gameplay programmer Adam Langridge, lead designer Rob Wyle, and gameplay programmer Chris Matthews.

While many people in the industry harbour significant doubts about HTML5′s potential for game development, Turbulenz co-founder and COO Gavin Shields believes that the ability to “convince and recruit” people with so much experience validates the company’s direction.

http://www.gamesindustry.biz/articles/2012-07-19-lionhead-veterans-join-html5-studio-turbulenz
]]></description>
<dc:subject>HTML5 Game Development</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:f93c233e18f8/</dc:identifier>
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<item rdf:about="http://www.toribash.com/">
    <title>Toribash - Violence Perfected - A physics based fighting game.</title>
    <dc:date>2012-06-20T12:49:26+00:00</dc:date>
    <link>http://www.toribash.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Toribash is an innovative fighting game based on the physics sandbox model where YOU design the moves! Join us today, and pit your skills against other players all over the world.

Earn Toricredits by winning matches, then customize your character in the store! Trade items with other players. Win prizes in weekly tournaments. Climb the rankings. Earn your own Black belt. Better still: be one of the few who make it to 10th Dan!

Toribash is Addictive! Try Wushu, Sumo, Kick Boxing, Sambo, Swords, Judo and more. Create fighting movies and post them on YouTube. Watch other players fight. Chat with them. Defeat them!

Most of all: IT'S FREEWARE!]]></description>
<dc:subject>freeware game games physics multiplayer</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.raphkoster.com/2012/03/15/the-best-articles/">
    <title>Raph's Website » The best game design articles on the site</title>
    <dc:date>2012-06-07T15:37:02+00:00</dc:date>
    <link>http://www.raphkoster.com/2012/03/15/the-best-articles/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This is post #2,342 on this blog (not counting the dozens of articles, snippets, and presentations not in the blog database)… yet more of the over a quarter-million words written here since the site started in 1997 and the blog in 1998. And I have to admit, I tend to take for granted the idea that people have read all the stuff that matters, so they understand me when I throw around terms or assume that they know what my past writing on the topic is. Whih is ludicrous, of course.
So I got asked on Twitter for a list of my juiciest game design posts, to serve as a central jumping-off point.]]></description>
<dc:subject>game gamedesign gamedev links gamification z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://whatgamesare.com/primer.html">
    <title>Primer - What Games Are</title>
    <dc:date>2012-03-25T10:39:30+00:00</dc:date>
    <link>http://whatgamesare.com/primer.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[What Games Are: A Primer is an evolving project to describe and define an accessible language of games, game makers, the games industry and the art that games are. Feedback is definitely appreciated, which you can submit here.]]></description>
<dc:subject>dictionary game gamedesign gamemechanics wiki z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamemechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:wiki"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.cuttherope.ie/dev/">
    <title>Cut the Rope | Behind the Scenes</title>
    <dc:date>2012-01-16T05:47:15+00:00</dc:date>
    <link>http://www.cuttherope.ie/dev/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Cut the Rope is an immediate favorite for anyone who plays it. It’s as fun as it is adorable. So we had an idea: let’s make this great game available to an even bigger audience by offering it on the web using the power of HTML5.

To do this, Microsoft’s Internet Explorer team partnered with ZeptoLab (the creators of the game) and the specialists at Pixel Lab to bring Cut the Rope to life in a browser. The end result is an authentic translation of the game for the web, showcasing some of the best that HTML5 has to offer: canvas-rendered graphics, browser-based audio and video, CSS3 styling and the personality of WOFF fonts.

You can play the HTML5 version of Cut the Rope at: www.cuttherope.ie.]]></description>
<dc:subject>game games html5 javascript ipad z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:517c365aaed2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:html5"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:javascript"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://toucharcade.com/2011/12/23/best-ios-games-2011-buyers-guide/">
    <title>Best iOS Games: 2011 Buyer's Guide | Touch Arcade</title>
    <dc:date>2011-12-27T08:32:18+00:00</dc:date>
    <link>http://toucharcade.com/2011/12/23/best-ios-games-2011-buyers-guide/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Each year before Christmas we've put up a buyer's guide listing the best iOS titles of the year. Looking back at the 2009 Buyer's Guide and the 2010 Buyer's Guide, we've come a long way. Below you'll find all of 5 star rated iOS titles, as well as the standout 4.5 star games.]]></description>
<dc:subject>game ios iphone list</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:065b5d4a14ce/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ios"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:iphone"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:list"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.tettix.net/">
    <title>tettix</title>
    <dc:date>2011-12-15T21:31:11+00:00</dc:date>
    <link>http://www.tettix.net/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Welcome Penny Arcade fans! You're probably looking for Technology Crisis II, but be sure to check out all the other albums. They're all free. As usual, contact me to commission any new or existing work.]]></description>
<dc:subject>game music 8bit</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5e063250b350/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:music"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:8bit"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.realtimerendering.com/blog/gdc-2011-links/">
    <title>Real-Time Rendering · GDC 2011 Links</title>
    <dc:date>2011-05-16T10:07:55+00:00</dc:date>
    <link>http://www.realtimerendering.com/blog/gdc-2011-links/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Since it’s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I’d at least do a link roundup.]]></description>
<dc:subject>development game gamedev games z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:917c599dea7b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://vi.to/workshop/20100426/">
    <title>Designing game mechanics into calendars</title>
    <dc:date>2011-01-18T06:20:24+00:00</dc:date>
    <link>http://vi.to/workshop/20100426/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The exercise was to take typical calendar events (a day of four events was provided as an example) and turn them into a game. The notion that this is possible comes from Danc’s post about Ribbon Hero on Lost Garden, where he writes:
If an activity can be learned…
If the player’s performance can be measured…
If the player can be rewarded or punished in a timely fashion…
Then any activity that meets these criteria can be turned into a game.
Each pair of designers was to apply the following game mechanics to their calendar schedule: points, levels, quests, feedback and inventory. As no concern was to be given for the interface itself, wireflows were used to illustrate the mechanics in use.]]></description>
<dc:subject>game gamemechanics mechanics gamedesign z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:76fb9bdc8ab5/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamemechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://eblong.com/zarf/werewolf.html">
    <title>Werewolf</title>
    <dc:date>2010-11-11T11:34:58+00:00</dc:date>
    <link>http://eblong.com/zarf/werewolf.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Werewolf is a simple game for a large group of people (seven or more.) It requires no equipment besides some bits of paper; you can play it just sitting in a circle. I'd call it a party game, except that it's a game of accusations, lying, bluffing, second-guessing, assassination, and mob hysteria.
I really like it. But then I go to some strange parties.
]]></description>
<dc:subject>collaboration community fun game games group play psychology social werewolf z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:aa607bb83975/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:collaboration"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:community"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:fun"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:group"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:werewolf"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.insidesocialgames.com/2010/11/05/what-happens-to-a-facebook-game-without-viral-channels/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+InsideSocialGames+(Inside+Social+Games)&amp;utm_content=Seesmic">
    <title>What Happens to a Facebook Game Without Viral Channels</title>
    <dc:date>2010-11-05T22:40:32+00:00</dc:date>
    <link>http://www.insidesocialgames.com/2010/11/05/what-happens-to-a-facebook-game-without-viral-channels/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+InsideSocialGames+(Inside+Social+Games)&amp;utm_content=Seesmic</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Facebook’s communication channels are central to social game distribution, retention, and engagement, but there’s rarely an opportunity to see what happens to a game when all of its communication channel access is cut off.

It has now been about a week since Facebook suspended all viral communication channels for most LOLapps games. Although changes will take a while to cycle into a monthly active user graph, an AppData graph of LOLapps’s Critter Island game’s daily active users shows why a communication channel suspension is almost as bad as an outright removal of an app
]]></description>
<dc:subject>facebook game marketing social socialmedia z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:848b56a5cf24/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:facebook"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:marketing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:socialmedia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://makegames.tumblr.com/post/1136623767/finishing-a-game">
    <title>Make Games - Finishing a Game</title>
    <dc:date>2010-09-20T09:57:23+00:00</dc:date>
    <link>http://makegames.tumblr.com/post/1136623767/finishing-a-game</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[As I work towards completing my own game, I’ve been thinking a lot about finishing projects in general. I’ve noticed that there are a lot of really talented developers out there that have trouble finishing games. Truthfully, I’ve left a long trail of unfinished games in my wake… I think everyone has. Not every project is going to pan out, for whatever reason. But if you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens.
]]></description>
<dc:subject>blog design development game gamedev games inspiration programming productivity z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:88cba8863828/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:blog"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:inspiration"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:productivity"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html">
    <title>Seth Priebatsch: The game layer on top of the world | Video on TED.com</title>
    <dc:date>2010-09-06T05:38:22+00:00</dc:date>
    <link>http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. At TEDxBoston, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.
]]></description>
<dc:subject>design game gaming socialmedia social video ted gamedesign z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8c17c202eadc/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:socialmedia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:video"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ted"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://deadendthrills.com/">
    <title>Dead End Thrills | The Art Of Gaming</title>
    <dc:date>2010-09-01T05:25:33+00:00</dc:date>
    <link>http://deadendthrills.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Dead End Thrills is a website dedicated to videogame photography, an emerging art form that’s as far from the average screenshot as it is the average photograph. In the virtual worlds of modern 3D games, the snapper has something their traditional counterpart does not: a supernatural level of control. Light, gravity and time are just toggles, sliders and developer commands. The rules of the game can change.
]]></description>
<dc:subject>art flash game games gaming inspiration reference screenshots videogames wallpaper z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4249509c8d21/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:art"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:flash"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:inspiration"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:reference"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:screenshots"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:videogames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:wallpaper"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx">
    <title>Employers: Look to gaming to motivate staff - Training &amp; Development - Business - News - iTnews.com.au</title>
    <dc:date>2010-08-05T09:02:44+00:00</dc:date>
    <link>http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Clearly defined goals and fair, incremental rewards are two game design techniques that could motivate the 'gamer generation' in the workforce, according to a US academic.

Lee Sheldon of the Indiana University believes managers may have to rethink how they engage the next generation entering the mainstream workforce.
]]></description>
<dc:subject>article economy education game games psychology engagement experience english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:aad88a197ae2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:economy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:education"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:engagement"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://jeff-vogel.blogspot.com/2010/07/sometimes-its-ok-to-steal-my-games.html">
    <title>The Bottom Feeder: Sometimes It's OK To Steal My Games</title>
    <dc:date>2010-07-30T16:53:48+00:00</dc:date>
    <link>http://jeff-vogel.blogspot.com/2010/07/sometimes-its-ok-to-steal-my-games.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This blog post is about the bright side of software piracy. It's about the times when not only is it OK to steal my games, but, in fact, I get something out of it. Perhaps an unusual topic for a blog post from a game developer.
]]></description>
<dc:subject>development game games copyright ethics piracy english article blog</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e4b197d1e0cf/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:copyright"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ethics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:piracy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:blog"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://denopticon.com/">
    <title>denopticon.com</title>
    <dc:date>2010-07-16T11:45:48+00:00</dc:date>
    <link>http://denopticon.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Denopticon.com is blog where we will post comments and information and all things related to the Denopticon workshop. We may also write down some comments on the topic of privacy and identity in a digital world.
]]></description>
<dc:subject>lift privacy game learning</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:37ff2d9699e6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:lift"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:privacy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:learning"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1">
    <title>Gamasutra - Features - 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond</title>
    <dc:date>2010-07-12T11:34:46+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This paper explains the design architecture, implementation, and some of the lessons learned creating the multiplayer (networking) code for the Age of Empires 1 & 2 games; and discusses the current and future networking approaches used by Ensemble Studios in its game engines.
]]></description>
<dc:subject>development game gamedev programming games network networking</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7de6edf40e84/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:network"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:networking"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.newgrounds.com/portal/view/541124">
    <title>Coma</title>
    <dc:date>2010-07-05T19:01:09+00:00</dc:date>
    <link>http://www.newgrounds.com/portal/view/541124</link>
    <dc:creator>DirkSonguer</dc:creator><dc:subject>game flash jumpandrun</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:581f527fb770/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:flash"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:jumpandrun"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.mobile1up.com/lemmings/blog/">
    <title>http://www.mobile1up.com/lemmings/blog/</title>
    <dc:date>2010-06-25T15:38:41+00:00</dc:date>
    <link>http://www.mobile1up.com/lemmings/blog/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Lemmings "live-development" blog
]]></description>
<dc:subject>lemmings game development games iphone</dc:subject>
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