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	<title>Bent Spoon Games Blog</title>
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	<link>http://bentspoongames.com/blog</link>
	<description>Game design and development.</description>
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		<title>Postmortem: Programming.</title>
		<link>http://bentspoongames.com/blog/?p=148</link>
		<comments>http://bentspoongames.com/blog/?p=148#comments</comments>
		<pubDate>Sat, 04 Feb 2012 20:25:19 +0000</pubDate>
		<dc:creator>AlexeiAndreev</dc:creator>
				<category><![CDATA[GWH]]></category>
		<category><![CDATA[Postmortem]]></category>

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		<description><![CDATA[All right, this is going to be the last post-mortem post for “Girl with a Heart of”. This one will be primarily about technology: programming, tools, and builds. &#160; Hot Spots: There is probably a section of code in your game that just keeps throwing bugs at you. You keep fixing it over and over [...]]]></description>
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		<title>Postmortem: Design.</title>
		<link>http://bentspoongames.com/blog/?p=146</link>
		<comments>http://bentspoongames.com/blog/?p=146#comments</comments>
		<pubDate>Sun, 11 Dec 2011 20:02:14 +0000</pubDate>
		<dc:creator>AlexeiAndreev</dc:creator>
				<category><![CDATA[GWH]]></category>
		<category><![CDATA[Postmortem]]></category>
		<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=146</guid>
		<description><![CDATA[I&#8217;ve covered a lot of various game design points in my previous article, where I addressed reviewers&#8217; comments. However, there are some issues that the reviewers didn&#8217;t bring up, but I still want to cover. &#160; Gender balance: I really wanted the game to be gender balanced and not sexist. I&#8217;ve succeeded in some respects. [...]]]></description>
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		<title>Postmortem: Budget.</title>
		<link>http://bentspoongames.com/blog/?p=143</link>
		<comments>http://bentspoongames.com/blog/?p=143#comments</comments>
		<pubDate>Mon, 05 Dec 2011 06:08:29 +0000</pubDate>
		<dc:creator>AlexeiAndreev</dc:creator>
				<category><![CDATA[GWH]]></category>
		<category><![CDATA[Postmortem]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=143</guid>
		<description><![CDATA[One very crucial aspect of making a game is managing your budget. For “Girl with a Heart of” my budget was around $20,000, and I ended up spending $17,565. Not bad! However, I&#8217;m still not happy with how I handled it, so let&#8217;s break things down and see what could have been better. Before you [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Postmortem: Addressing reviews.</title>
		<link>http://bentspoongames.com/blog/?p=140</link>
		<comments>http://bentspoongames.com/blog/?p=140#comments</comments>
		<pubDate>Sun, 27 Nov 2011 20:16:10 +0000</pubDate>
		<dc:creator>AlexeiAndreev</dc:creator>
				<category><![CDATA[GWH]]></category>
		<category><![CDATA[Postmortem]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=140</guid>
		<description><![CDATA[I&#8217;ve read multiple reviews of “Girl with a Heart of,” and I was actually pleased with how well people received the game overall. It seems almost everyone carried away the message that I wanted them to carry away. Here I&#8217;ll do my best to address some of the positive and negative comments that reviewers had [...]]]></description>
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		<slash:comments>6</slash:comments>
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		<title>Postmortem: How to create and maintain a good schedule.</title>
		<link>http://bentspoongames.com/blog/?p=135</link>
		<comments>http://bentspoongames.com/blog/?p=135#comments</comments>
		<pubDate>Sun, 13 Nov 2011 23:35:15 +0000</pubDate>
		<dc:creator>AlexeiAndreev</dc:creator>
				<category><![CDATA[GWH]]></category>
		<category><![CDATA[Postmortem]]></category>
		<category><![CDATA[Guide]]></category>
		<category><![CDATA[Schedule]]></category>
		<category><![CDATA[Scrum]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=135</guid>
		<description><![CDATA[Edited: November 20, 2011 There are many things that you have to get right in order to successfully make a game. One of them is having a good schedule. In this post, I&#8217;ll use my experience from making “Girl with a Heart of” (GWH) to talk about how to create a good schedule for your [...]]]></description>
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		<slash:comments>4</slash:comments>
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		<title>Postmortem: Guide to finding and working with freelancers.</title>
		<link>http://bentspoongames.com/blog/?p=133</link>
		<comments>http://bentspoongames.com/blog/?p=133#comments</comments>
		<pubDate>Wed, 19 Oct 2011 16:10:48 +0000</pubDate>
		<dc:creator>AlexeiAndreev</dc:creator>
				<category><![CDATA[GWH]]></category>
		<category><![CDATA[Postmortem]]></category>
		<category><![CDATA[Freelance]]></category>
		<category><![CDATA[Guide]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=133</guid>
		<description><![CDATA[For the most part, you can take most of what I wrote in the previous post about finding and working with an artist, lift it, and apply it to finding and working with any freelancer. However, there are some point I would like to repeat, extend, and make more specific. Stage 1: Pre-hire Who are [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Postmortem: Guide to finding and working with a freelance artist.</title>
		<link>http://bentspoongames.com/blog/?p=128</link>
		<comments>http://bentspoongames.com/blog/?p=128#comments</comments>
		<pubDate>Mon, 03 Oct 2011 20:07:00 +0000</pubDate>
		<dc:creator>AlexeiAndreev</dc:creator>
				<category><![CDATA[GWH]]></category>
		<category><![CDATA[Postmortem]]></category>
		<category><![CDATA[Artist]]></category>
		<category><![CDATA[Freelance]]></category>
		<category><![CDATA[Guide]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=128</guid>
		<description><![CDATA[For nine months I&#8217;ve been laboring on an adventure game called &#8220;Girl with a Heart of&#8221;. This child of mine is almost ready to see the world. It has been an interesting journey into becoming a fully-fledged indie game developer. I&#8217;ve paid for the game out of my own pocket, although I have started a [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>LifeTracking</title>
		<link>http://bentspoongames.com/blog/?p=124</link>
		<comments>http://bentspoongames.com/blog/?p=124#comments</comments>
		<pubDate>Wed, 15 Dec 2010 17:28:19 +0000</pubDate>
		<dc:creator>Admin</dc:creator>
				<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=124</guid>
		<description><![CDATA[This.]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Breaking Point</title>
		<link>http://bentspoongames.com/blog/?p=122</link>
		<comments>http://bentspoongames.com/blog/?p=122#comments</comments>
		<pubDate>Sat, 03 Apr 2010 20:44:23 +0000</pubDate>
		<dc:creator>Admin</dc:creator>
				<category><![CDATA[Darkness]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Interactive Art]]></category>
		<category><![CDATA[Mystery]]></category>
		<category><![CDATA[Problems]]></category>
		<category><![CDATA[Game Maker]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=122</guid>
		<description><![CDATA[I&#8217;ve thought about different implementations for evoking courage, and I must say it is a pretty difficult challenge. I&#8217;ve came up with several acceptable designs, but I just don&#8217;t feel like implementing them. First, it&#8217;s really hard to evoke pure emotion. In real life, the emotions are entangled and hard to separate from others. This [...]]]></description>
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		<slash:comments>5</slash:comments>
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		<title>Courage</title>
		<link>http://bentspoongames.com/blog/?p=119</link>
		<comments>http://bentspoongames.com/blog/?p=119#comments</comments>
		<pubDate>Fri, 02 Apr 2010 02:27:37 +0000</pubDate>
		<dc:creator>Admin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Interactive Art]]></category>
		<category><![CDATA[Courage]]></category>

		<guid isPermaLink="false">http://bentspoongames.com/blog/?p=119</guid>
		<description><![CDATA[So here is the new emotion I will try to make a game around: courage. The main reason I picked it is because it&#8217;s not at all obvious how to make the player feel courageous. My bet is that at some point the player will have to feel afraid or intimidated, so this will add [...]]]></description>
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