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    <title>Metagames and Containers – Sleepover</title>
    <dc:date>2010-03-20T13:34:47+00:00</dc:date>
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    <dc:creator>scottjacksonx</dc:creator><description><![CDATA["When you finish reading a section, I encourage you to click the little box in the bottom right to mark it as read, tracking your progress in the article."]]></description>
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    <dc:creator>scottjacksonx</dc:creator><description><![CDATA["After years on a treadmill that’s too easy to fail at, players—students, in this case—are acclimated to the game of education, rather to real achievement."]]></description>
<dc:subject>gamedesign</dc:subject>
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    <title>DICE 2010: &quot;Design Outside the Box&quot; Presentation</title>
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    <dc:creator>scottjacksonx</dc:creator><description><![CDATA[Carnegie Mellon University Professor, Jesse Schell, dives into a world of game development which will emerge from the popular "Facebook Games" era.]]></description>
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    <title>Lou's Pseudo 3d Page</title>
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    <dc:creator>scottjacksonx</dc:creator><description><![CDATA[Interesting look at how to draw pseudo-3D roads in a 2D game.]]></description>
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    <title>supermariobrosbeginning_bigger.png (PNG Image, 992x480 pixels)</title>
    <dc:date>2009-12-03T08:45:53+00:00</dc:date>
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    <dc:creator>scottjacksonx</dc:creator><description><![CDATA[The "tutorial" level for Super Mario Bros.]]></description>
<dc:subject>videogames gamedesign mario</dc:subject>
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    <title>auntie pixelante › level design lesson: to the right, hold on tight</title>
    <dc:date>2009-12-02T07:12:56+00:00</dc:date>
    <link>http://www.auntiepixelante.com/?p=465</link>
    <dc:creator>scottjacksonx</dc:creator><description><![CDATA[if mario is the subject of most of the sentences in super mario bros.’s story, then “jump” is the verb that most often follows - jumping is so crucial that it gets its own button on the control pad.[1] the idea of jumping into a box to open it or onto an opponent to defeat it makes little sense out of context, but since the player’s foremost means of interacting with the game is through the verb JUMP, all of the game’s elements have been designed as potential objects of that verb.]]></description>
<dc:subject>mario videogames gamedesign</dc:subject>
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