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    <title>Pinboard (DirkSonguer)</title>
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    <description>recent bookmarks from DirkSonguer</description>
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  </channel><item rdf:about="http://psychochild.org/?p=1122">
    <title>Psychochild's Blog » Clones… clones everywhere!</title>
    <dc:date>2012-02-15T10:31:40+00:00</dc:date>
    <link>http://psychochild.org/?p=1122</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I recently attended a conference on social and mobile games (yeah, I know) and they talked a bit about cloning of games. Again. A few high-profile examples of cloning have brought this back into the spotlight. So, let's take a look at the business realities of cloning and how it affect small game companies.

I say "again" because I wrote about cloning a bit over a year ago. Since then, it's just continued to become a bigger issue in the game industry.

]]></description>
<dc:subject>gamedesign clones inspiration ideas z3</dc:subject>
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<item rdf:about="http://whatgamesare.com/2011/10/the-little-deck-of-game-design-project.html?">
    <title>The Little Deck of Game Design [Project] - What Games Are</title>
    <dc:date>2011-11-15T08:55:49+00:00</dc:date>
    <link>http://whatgamesare.com/2011/10/the-little-deck-of-game-design-project.html?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I don't mean to create an instructional reference like Jesse Schell’s game design lenses or The 400 Project. What I'm aiming for is less about function or theory and more about inspiration, the sort of thing that might trigger an idea or insight, or maybe not. Light enough that you can try whatever a card advises without thinking about it too much, or simply let it drift in your mind while you do other things. ]]></description>
<dc:subject>gamedesign inspiration tools z3</dc:subject>
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<item rdf:about="http://blog.agilegamedevelopment.com/2011/08/what-makes-good-visionary.html">
    <title>Agile Game Development: What makes a good “visionary”?</title>
    <dc:date>2011-08-22T13:32:19+00:00</dc:date>
    <link>http://blog.agilegamedevelopment.com/2011/08/what-makes-good-visionary.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The role of a visionary on a creative project is an essential and demanding one.  Many companies that consistently produce great products owe much of their success to their visionaries;  Apple has Jobs,  Pixar has Lasseter,  Nintendo has Miyamoto, etc.  But visionaries are nothing without talented teams to realize their vision.  Vision needs to be communicated, reinforced, inspected and adapted to the emerging reality of the game.  This is the visionary’s fundamental responsibility to the team.]]></description>
<dc:subject>games managament projects visions inspiration z3</dc:subject>
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<item rdf:about="http://gamedeveloper.texterity.com/gamedeveloper/fall2011cg#pg1">
    <title>Game Developer - Career Guide, Fall 2011 - Front Cover</title>
    <dc:date>2011-07-12T14:13:07+00:00</dc:date>
    <link>http://gamedeveloper.texterity.com/gamedeveloper/fall2011cg#pg1</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Game Developer Magazine]]></description>
<dc:subject>inspiration gamedev development games z3</dc:subject>
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<item rdf:about="http://techcrunch.com/2010/08/25/scvngr-game-mechanics/">
    <title>SCVNGR’s Secret Game Mechanics Playdeck</title>
    <dc:date>2011-05-29T17:29:41+00:00</dc:date>
    <link>http://techcrunch.com/2010/08/25/scvngr-game-mechanics/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit.]]></description>
<dc:subject>gamemechanics games z3 gamedesign inspiration</dc:subject>
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<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>
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    <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>
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