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    <description>recent bookmarks from DirkSonguer</description>
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	<rdf:li rdf:resource="http://www.gamesindustry.biz/articles/wonderland-hard-to-make-money-on-iphone-if-you-charge-up-front"/>
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  </channel><item rdf:about="http://gamesfromwithin.com/game-development-income">
    <title>Game Development Income – Games from Within</title>
    <dc:date>2017-01-02T19:24:47+00:00</dc:date>
    <link>http://gamesfromwithin.com/game-development-income</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Inspired by Jake Birkett‘s game dev income chart, I decided to dig out my own data and make a similar chart. I figured it would be a good way to start the year looking at a retrospective of my time as an independent developer.]]></description>
<dc:subject>gamedev indie revenue business</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:516bd7068e90/</dc:identifier>
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<item rdf:about="http://gamemakerblog.com/2013/08/27/how-i-make-a-living-using-gamemaker-part-i/">
    <title>How I Make A Living Using GameMaker | Game Maker Blog</title>
    <dc:date>2013-08-28T13:01:23+00:00</dc:date>
    <link>http://gamemakerblog.com/2013/08/27/how-i-make-a-living-using-gamemaker-part-i/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My reason for sharing these statistics is not to brag or boast, but to inspire others who dream of making money with GameMaker – it’s absolutely possible. While I’m not the only developer making a career out of GameMaker, few others seem to have the time or will to share. In this post, I want to discuss how I make money with GameMaker, what actions I took along the way, and where this path has led me.]]></description>
<dc:subject>games gamedev indie</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:18003b262c15/</dc:identifier>
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<item rdf:about="http://www.gamesindustry.biz/articles/2013-06-03-avarice-code-valve-pulled-the-rug-out-from-under-our-feet">
    <title>Code Avarice: Valve &quot;pulled the rug out from under our feet&quot; | GamesIndustry International</title>
    <dc:date>2013-06-03T11:03:56+00:00</dc:date>
    <link>http://www.gamesindustry.biz/articles/2013-06-03-avarice-code-valve-pulled-the-rug-out-from-under-our-feet</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Independent gaming studio Code Avarice is facing a battle to publish its Paranautical Activity on Steam, after an old Greenlight page lead to Valve blocking the developer's publishing deal with Adult Swim.]]></description>
<dc:subject>steam indie gamedev gamedevelopment</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:68a75a50d937/</dc:identifier>
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<item rdf:about="http://arstechnica.com/gaming/news/2011/10/i-think-theyre-mad-inside-the-48-hour-battle-to-build-the-best-video-game.ars/1">
    <title>&quot;I think they're mad&quot;: Inside a 48 hour battle to build the best video game</title>
    <dc:date>2011-10-19T04:18:45+00:00</dc:date>
    <link>http://arstechnica.com/gaming/news/2011/10/i-think-theyre-mad-inside-the-48-hour-battle-to-build-the-best-video-game.ars/1</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Why would one coding team drive itself to the edge of exhaustion to create a fully fledged video game—one featuring badgers—in the course of a single weekend? Why would 20? We sent our man in Australia to a 48 hour "game jam" to find out, and he came back with an amazing 24,000 word answer. If reading this piece doesn't make you want to whip out a laptop and do something creative, you may be dead inside. Here, then, is part one of our three part epic, covering the game jam's first evening; parts two and three will follow over the next two days.]]></description>
<dc:subject>gamedev indie gamejam 48hours make z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9d406fb4c706/</dc:identifier>
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<item rdf:about="http://arstechnica.com/gaming/news/2011/10/bedrooms-boardrooms-and-chicken-farms-where-the-worlds-best-indie-games-get-made.ars">
    <title>Where the world's best indie games get made</title>
    <dc:date>2011-10-17T05:00:45+00:00</dc:date>
    <link>http://arstechnica.com/gaming/news/2011/10/bedrooms-boardrooms-and-chicken-farms-where-the-worlds-best-indie-games-get-made.ars</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Whenever I visit a developer, I always ask for a tour. Games aren't wished into existence; real people who hang out in real places create the titles we play, and I like to see where that happens. Unfortunately, the office buildings all begin to blend together. They're often dark spaces, they're often covered with action figures and other pieces of geek ephemera, and you'll often see some sad sack developer sleeping under a desk.

But what if you're a tiny outfit who can't afford a fancy office tower—where do you create your next masterpiece? I contacted independent game studios that I respect and asked them to take a few minutes and a camera and show off their workspaces. Some were enthusiastic, others were hesitant, and many seemed almost ashamed; they all assumed that everyone else had better space in which to create games.]]></description>
<dc:subject>indie gamedev office z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:56243ad5053e/</dc:identifier>
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<item rdf:about="http://supermeatboy.com/103/Watch_this_now_/#b">
    <title>Team Meat (Super Meat Boy!) - Watch this now!</title>
    <dc:date>2011-06-28T05:14:13+00:00</dc:date>
    <link>http://supermeatboy.com/103/Watch_this_now_/#b</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Holy god.. that trailer makes me relive so many horrible memories.. yet is just so awesome.

For those of you who dont know, Tommy and i were both documented by a tiny 2 person team called Blink Works on and off for about a year during the middle-end of development of Super Meat Boy. We met them at GDC the year we lost at the IGF.. they approached us after the loss and told us they were thinking about doing a short documentary about indie games. They had been talking to many indie devs and wanted to do something that could show the world the life of an indie game designer, we agreed and they followed us back to santa cruz. For the next 9+ months of development our lives were peppered with their cameras and almost sickeningly kind and gentle nature (they are Canadian).]]></description>
<dc:subject>gaming video documentation z3 indie gamedev</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:10344cc8da25/</dc:identifier>
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<item rdf:about="http://www.gamepro.com/article/features/216906/the-story-of-armor-games/">
    <title>The Story of Armor Games, Feature Story from GamePro</title>
    <dc:date>2010-10-18T06:16:40+00:00</dc:date>
    <link>http://www.gamepro.com/article/features/216906/the-story-of-armor-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The history of Flash-game website Armor Games, which both hosts and develops some of the biggest browser-based titles around.  Browser games, sometimes referred to as 'Flash games,' are easy to access. There's no install required. They're widely available, with hundreds of websites stabling thousands of games. The price for accessing most of these titles? A highly attractive zero dollars." Our lives changed when the mainstream latched onto the Internet, and it changed again when broadband access replaced dial-up in the workplace. Suddenly, text and images loaded in a blink. Improved streaming technology even let us tinker with games in between waiting for the paperwork or phone call that would fire up their corner of the corporate machine once again.
]]></description>
<dc:subject>games gaming indie gamedev stories z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2ab47cbf1f91/</dc:identifier>
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<item rdf:about="http://www.rockpapershotgun.com/2010/09/10/paypal-freezes-minecraft-devs-600k-euros/">
    <title>PayPal Freezes MineCraft Dev’s 600k Euros | Rock, Paper, Shotgun</title>
    <dc:date>2010-09-11T08:30:24+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2010/09/10/paypal-freezes-minecraft-devs-600k-euros/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Sadness. According to a post on MineCraft developer Notch’s blog, PayPal have limited access to his PayPal account due to “a suspicious withdrawal or deposit”. That’d be the same PayPal account people drop money into when they buy MineCraft. In the post, Notch says that there’s more than €600,000 in there, and if PayPal decide something untoward is going on they’re going to keep that money.
]]></description>
<dc:subject>games indie gamedev payment paypal</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8ee17e3ef0b2/</dc:identifier>
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<item rdf:about="http://feedproxy.google.com/~r/superlevel/~3/lehB-HOXCVo/over-games">
    <title>Over Games</title>
    <dc:date>2010-09-05T22:06:23+00:00</dc:date>
    <link>http://feedproxy.google.com/~r/superlevel/~3/lehB-HOXCVo/over-games</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Auriea Harvey & Michaël Samyn, zwei meiner persönlichen Indiegame Superheroes die beiden Menschen hinter Tale of Tales, hielten im diesjährigen Februar einen interessanten Vortrag am Art History of Games Symposium in Atlanta (Georgia, USA) über das was sie tun, und warum sie es tun. Spiele entwickeln nämlich
]]></description>
<dc:subject>gamedesign games gamedev indie</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d5d5120fb0e6/</dc:identifier>
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<item rdf:about="http://danhon.com/2010/07/13/5-things-big-publishers-dont-understand-about-small-games/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+danhon+(Dan+Hon's+Extenuating+Circumstances)&amp;utm_content=Google+Reader">
    <title>Extenuating Circumstances – 5 Things Big Publishers Don’t Understand About Small Games</title>
    <dc:date>2010-07-13T11:38:40+00:00</dc:date>
    <link>http://danhon.com/2010/07/13/5-things-big-publishers-dont-understand-about-small-games/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+danhon+(Dan+Hon's+Extenuating+Circumstances)&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[5 Things Big Publishers Don’t Understand About Small Games
Sean Murray, Hello Games

I’m Sean Murray, one quarter of Hello Games. We’re a tiny studio. Four friends. A young startup, we’ve just released a game called Joe Danger on PSN. We’re bedroom developers and bedroom publishers. We published our game as well as developed it.
]]></description>
<dc:subject>indie games gamedev publishing english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8a62ed35df8d/</dc:identifier>
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<item rdf:about="http://www.gamesindustry.biz/articles/wonderland-hard-to-make-money-on-iphone-if-you-charge-up-front">
    <title>Wonderland: hard to make money on iPhone games with up-front charge | News</title>
    <dc:date>2010-07-13T11:38:16+00:00</dc:date>
    <link>http://www.gamesindustry.biz/articles/wonderland-hard-to-make-money-on-iphone-if-you-charge-up-front</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Matthew Wiggins of mobile developer Wonderland, creator of the chart-topping Godfinger, has claimed that charging any price for an iPhone game is a mistake.

Following the Canada-only release in March, Godfinger went to no 1 in the charts in 36 hours with no promotion. It also topped the charts come its worldwide release in June.
]]></description>
<dc:subject>social games gaming gamedev publishing indie iphone z3</dc:subject>
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<item rdf:about="http://www.gameprogramming.de/renkel/portfolio/index_java-script.php">
    <title>gameprogramming.de/renkel - Portfolio of Daniel Renkel</title>
    <dc:date>2010-07-12T08:14:37+00:00</dc:date>
    <link>http://www.gameprogramming.de/renkel/portfolio/index_java-script.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[daniel 'sirleto' renkel
independent game developer
technical artist
programmer
designer

bachelor of computer science
living in darmstadt, germany
born 1980 as a leo
]]></description>
<dc:subject>games gamedev development 3d personal indie</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:326addbdecc0/</dc:identifier>
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<item rdf:about="http://forums.tigsource.com/">
    <title>TIGSource Forums - Index</title>
    <dc:date>2009-01-08T08:53:17+00:00</dc:date>
    <link>http://forums.tigsource.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Forum about indie game development
]]></description>
<dc:subject>development games community gamedesign gamedev forum english indie programming</dc:subject>
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