<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>Site News</title><link>http://www.starlitskygames.com/blogs/site_news/default.aspx</link><description /><dc:language>en-US</dc:language><generator>CommunityServer 1.0 (Build: 1.0.0.50218)</generator><item><title>GDC2011 Lessons learned in successfully marketing</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/803.aspx</link><pubDate>Sun, 06 Mar 2011 16:49:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:803</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/803.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=803</wfw:commentRss><description>Lessons learned in successfully marketing games on PSN/XBLA and pc digital; what worked and what didn't&lt;div&gt;&lt;br&gt;&lt;div&gt;James Brooksby&lt;/div&gt;&lt;div&gt;&lt;a href="mailto:James.brooksby@doublesixgames.com"&gt;James.brooksby@doublesixgames.com&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://www.doublesixgames.com/"&gt;Http://www.doublesixgames.com&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Good relationships with Microsoft and Sony&lt;/div&gt;&lt;/div&gt;&lt;div&gt;Working in partnerships with game funding, non work for hire&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Office reflects Peter Pan syndrome&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Building
 direct relationships with community and marketing and will continue to 
enhance through social networ portals and club building&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Achieves marketing strategy through minimal internal resource and select contractors (low cost)&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Burn Zombie Burn!&lt;/div&gt;&lt;div&gt;Time to build, 10 months, maximum 9 staff&lt;/div&gt;&lt;div&gt;Special deal with Sony, exclusivity in return for guaranteed revenue&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Launch window activities&lt;/div&gt;&lt;div&gt;Launch party at major industry event, zombie actors and stickers&lt;/div&gt;&lt;div&gt;Pr round trip in us&lt;/div&gt;&lt;div&gt;Sony eblast&lt;/div&gt;&lt;div&gt;Sony blog&lt;/div&gt;&lt;div&gt;Sony website competition&lt;/div&gt;&lt;div&gt;Facebook advertising&lt;/div&gt;&lt;div&gt;Talking to everyone, including smaller sites as you never know&lt;/div&gt;&lt;div&gt;Post high score on YouTube, sent out 3d zombie models to top few&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Continuing activities&lt;/div&gt;&lt;div&gt;Competition in USA to win holiday to Paris and Egypt (extra 4000 sales)&lt;/div&gt;&lt;div&gt;Ps home launch 34% increase in sales and virtual items for sale&lt;/div&gt;&lt;div&gt;Premium theme&lt;/div&gt;&lt;div&gt;Halloween party in ps home with extra virtual items&lt;/div&gt;&lt;div&gt;Sony Asia&lt;/div&gt;&lt;div&gt;In to Germany (was initially 18 rated and couldn't be sold there)&lt;/div&gt;&lt;div&gt;Amazon.com&lt;/div&gt;&lt;div&gt;Strategy guide (first, digital)&lt;/div&gt;&lt;div&gt;Pc version (boxed and through steam)&lt;/div&gt;&lt;div&gt;Expansion pack (bzb in space)&lt;/div&gt;&lt;div&gt;- highly recommend DLC if your game can support it&lt;/div&gt;&lt;div&gt;More home items&lt;/div&gt;&lt;div&gt;Price fluctuation - half price&lt;/div&gt;&lt;div&gt;Bundle packs&lt;/div&gt;&lt;div&gt;Promote at Halloween&lt;/div&gt;&lt;div&gt;Playstation plus&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Future activities&lt;/div&gt;&lt;div&gt;Japanese launch&lt;/div&gt;&lt;div&gt;Mac version&lt;/div&gt;&lt;div&gt;In a retail box&lt;/div&gt;&lt;div&gt;Toys and more...&lt;/div&gt;&lt;div&gt;Next expansion pack (zombie sushi)(in line with Japanese launch, but will be worldwide)&lt;/div&gt;&lt;div&gt;iPhone / smartphone version&lt;/div&gt;&lt;div&gt;More home items, price changes, bundles&lt;/div&gt;&lt;div&gt;Move&lt;/div&gt;&lt;div&gt;NGP&lt;/div&gt;&lt;div&gt;Follow up;-)&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Digital sales not good before thanksgiving, large game releases during that time frame&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Sales spikes with each little marketing or added content&lt;/div&gt;&lt;div&gt;Huge spike in sales with playstation plus&lt;/div&gt;&lt;div&gt;spikes and pits, weekends vs weekdays&lt;/div&gt;&lt;div&gt;Don't look at your sales on Wednesday, wait until Sunday&lt;/div&gt;&lt;div&gt;Drop right before thanksgiving, back up before Christmas&lt;/div&gt;&lt;div&gt;About 50% attach rate on DLC&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Launch party cost, total $8000&lt;/div&gt;&lt;div&gt;launch value&lt;/div&gt;&lt;div&gt;Great launch press coverage&lt;/div&gt;&lt;div&gt;Launch window sales 38,000&lt;/div&gt;&lt;div&gt;Strong industry positive feedback including from platforms&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Conclusions, take aways&lt;/div&gt;&lt;div&gt;1st months number approximate 19% of lifetime&lt;/div&gt;&lt;div&gt;1st months approximate 14% of lifetime&lt;/div&gt;&lt;div&gt;Many suggest 1st month up to 40%&lt;/div&gt;&lt;div&gt;don't panic on weekdays&lt;/div&gt;&lt;div&gt;Promote on holidays&lt;/div&gt;&lt;div&gt;Play with price, especially on holidays&lt;/div&gt;&lt;div&gt;Except thanksgiving&lt;/div&gt;&lt;div&gt;Make DLC&lt;/div&gt;&lt;div&gt;Reach the world&lt;/div&gt;&lt;div&gt;Port, but don't be lazy with polish and attention&lt;/div&gt;&lt;div&gt;Virtual goods are great&lt;/div&gt;&lt;div&gt;Competitions work&lt;/div&gt;&lt;div&gt;Create good relationships with platform holders&lt;/div&gt;&lt;div&gt;Think about your release date&lt;/div&gt;&lt;div&gt;Be good with stats/ numbers&lt;/div&gt;&lt;div&gt;Spend money on PR and marketing&lt;/div&gt;&lt;div&gt;Talk to others who are doing it&lt;/div&gt;&lt;div&gt;Make a game the team cares about, and you will make a good game&lt;/div&gt;&lt;div&gt;Have a great team of enthusiasts&lt;/div&gt;&lt;div&gt;Understand the new world and pay attention to it, it changes all the time&lt;/div&gt;&lt;div&gt;Talk to everyone&lt;/div&gt;&lt;div&gt;Try stuff, experiment&lt;/div&gt;&lt;div&gt;Expand your franchise, I can't stop ;-)&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Production cost about $700,000 - marketing cost about $90,000&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience q&amp;amp;a&lt;/div&gt;&lt;div&gt;Price points vs dev costs, amount of content, etc&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Easier to drop price, very difficult to raise it&lt;/div&gt;&lt;div&gt;Think hard about it, don't want to see everything trending downward&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Qa - how to choose a PR company&lt;/div&gt;&lt;div&gt;Ask gaming mags who they like, ask other devs for recommendation&lt;/div&gt;&lt;div&gt;Look at your favorite game company and whom they used&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Qa - value of facebook, twitter versus traditional channels&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Storefront is biggest, beyond that it's difficult to work out value&lt;/div&gt;&lt;div&gt;Depends on your game and product, what do they like and use and target them&lt;/div&gt;&lt;div&gt;Balance cost versus common sense&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=803" width="1" height="1"&gt;</description></item><item><title>GDC2011 XBLIG success stories</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/802.aspx</link><pubDate>Sun, 06 Mar 2011 16:44:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:802</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/802.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=802</wfw:commentRss><description>Pre-Note: because it was brought up in a thread on &lt;a href="http://www.neogaf.com"&gt;neogaf.com&lt;/a&gt;.&amp;nbsp; Yes, I was attempting to summarize and transcribe this as I was sitting there in the room.&amp;nbsp; I'm not the fastest typist, especially on an iPad's tiny keyboard, and it was kind of difficult keeping up when everyone kept switching back and forth.&amp;nbsp; I captured as much of the info as I could, and when they were talking too fast or over each other I tried to capture what I felt was most pertinent at the time.&lt;br&gt;&lt;br&gt;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br&gt;&lt;br&gt;XBLIG success stories - how to make the best of Microsoft's self-publishing service&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon Sheffield, Ian Stocker, James Silva, Nathan Fouts, Robert Boyd&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Sitting left to right Brandon, Nathan, Robert, Ian, James&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ska studios, &amp;nbsp;3 people now&lt;/div&gt;&lt;div&gt;What time do you change from coffee to booze&lt;/div&gt;&lt;div&gt;Everyone shows up in basement and normal workday&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian does it all&lt;/div&gt;&lt;div&gt;Wake up shower, coffee shop for 2-5 hours per day&lt;/div&gt;&lt;div&gt;Don't push too hard, crunch only at the end&lt;/div&gt;&lt;div&gt;Text file in project folder with list of tasks&lt;/div&gt;&lt;div&gt;All small, draw 1 sprite, reproduce this one bug&lt;/div&gt;&lt;div&gt;Break it down to useful starting points&lt;/div&gt;&lt;div&gt;Have a defined scope of what will and won't be in&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Takes breaks, let your mind think and rest&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Robert&lt;/div&gt;&lt;div&gt;Douglas Adams -love to set deadlines because like e sound of them whooshing bye&lt;/div&gt;&lt;div&gt;2 people&lt;/div&gt;&lt;div&gt;Was teacher working on games part time, now going full-time&lt;/div&gt;&lt;div&gt;Setting goals daily and weekly&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Play with kids in morning, work 10 &amp;nbsp;- 6 unless crunching&lt;/div&gt;&lt;div&gt;2 in office, work with others remotely and contracts&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;All full-time now&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon - how to get people into xblig store, marketing&lt;/div&gt;&lt;div&gt;Winter uprising&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Robert&lt;/div&gt;&lt;div&gt;Many people don't do any marketing and rely on Microsoft's top list, new releases, etc&lt;/div&gt;&lt;div&gt;Games coming out every day&lt;/div&gt;&lt;div&gt;Have a websites, gives legitimacy to game and co&lt;/div&gt;&lt;div&gt;Have a trailer, give people something to see&lt;/div&gt;&lt;div&gt;Did winter uprising because there was a lot of anger in the community, it was hidden in menus&lt;/div&gt;&lt;div&gt;Got covered in a lot of big sites that now continue to review xblig&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;Don't blame Microsoft, this promo showed the opposite, microsoft moved it up in the dashboard and promoted&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Put out a trailer, help yourself&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;No one picked up press release for I made a game&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&amp;nbsp;&lt;/div&gt;&lt;div&gt;But it didn't hurt&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;Once people started playing, the press release gave people something to refer to&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Do you all feel it is worth releasing on xblig as first game vs apple, android&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Absolutely&lt;/div&gt;&lt;div&gt;And get in the community and on forums, it helps others and helps you&lt;/div&gt;&lt;div&gt;-explains peer review-&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;I get emails asking if I get paid in MS points&lt;/div&gt;&lt;div&gt;(no, and not with DLC either)&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Robert&lt;/div&gt;&lt;div&gt;Talk to people, go to different forums, consumers like talking with devs and feel connected&lt;/div&gt;&lt;div&gt;We have to rely on word of mouth and being open with your audience&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;Twitter really helps too&lt;/div&gt;&lt;div&gt;XNA forums gives great feedback&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Be good on the forums&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;Ratings, there's genre and letter, but really only separated is in ratings&lt;/div&gt;&lt;div&gt;Do you like them, how to get more people to submit them&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;I like ratings, doesn't sell a lot but it does help some&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Top rated is full, really hard to get into it now&lt;/div&gt;&lt;div&gt;Point a friend at top rated&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;Don't need to be $1 to be in top rated, some higher priced there too&lt;/div&gt;&lt;div&gt;Pricing psychology can play into it&lt;/div&gt;&lt;div&gt;Will have to be $1 to be top selling until they add a top grossing&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;People may feel higher price is better, but like app store they just don't want to pay it&lt;/div&gt;&lt;div&gt;Do you feel you undercut yourself on zp2kx&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;Yeah, maybe&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Robert&lt;/div&gt;&lt;div&gt;Now the list is pretty solidified, so james cant even beat himself&lt;/div&gt;&lt;div&gt;Would like to see a current top rated&lt;/div&gt;&lt;div&gt;Having difficulty getting back into top rated with their games&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;Any kind of deck or naming tricks you can use&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;I think 0 comes first&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;James, any tips for implementing multiplayer&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;Just follow the docs, easy compared to pc&lt;/div&gt;&lt;div&gt;Live implementation is easy&lt;/div&gt;&lt;div&gt;Would have to completely re-implement for pc and not worth it&lt;/div&gt;&lt;div&gt;Only big issue, you have to have many creators club accounts for testing&lt;/div&gt;&lt;div&gt;Has 4-5 accounts&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;Don't really like nag screens&lt;/div&gt;&lt;div&gt;Need to have good content in demo&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;Can't make games where you kill Nazis, we grew up on that&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;How about selling extra stuff like music alongside game on website&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;I have soundtrack via pay pal, sold a few&lt;/div&gt;&lt;div&gt;Even if you don't sell a lot, builds a brand&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Makes you seem more serious about supporting and growing your game&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;A fan got I made a game with zombies in it in rock band, had more downloads than third eye blind&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience q&amp;amp;a&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Patches, sales versus other marketplaces&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Robert&lt;/div&gt;&lt;div&gt;Patches are pretty easy, but cant do short term sales&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Don't make bugs, but easy to get patches in, try not to introduce more&lt;/div&gt;&lt;div&gt;Follows standard peer review process&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience&lt;/div&gt;&lt;div&gt;Does xblig count towards resume, getting into major industry&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Absolutely, whether pc or xbox just get it done, it shows you care about your work and can finish&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience&lt;/div&gt;&lt;div&gt;New types of lists, digg style&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;Would like to see them, recent top rated, definitely in favor&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience&lt;/div&gt;&lt;div&gt;Average sales of single game at price points&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;All over the place and totally depends on your product&lt;/div&gt;&lt;div&gt;If you have something they can't get anywhere else, will do well, otherwise it needs to be really well done and different&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience&lt;/div&gt;&lt;div&gt;What does panel think of using xna to leap from xbox to pc&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;Taking explosionade, doing much more with pc version to charge more&lt;/div&gt;&lt;div&gt;Have to deal with more hardware types, but not difficult&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience&lt;/div&gt;&lt;div&gt;Talking about lists, if you have a large task how do you break it down&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;If you dont know how to do it, check forums, someone else has already done it&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;Break it down to tasks smaller than 1 day&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;James&lt;/div&gt;&lt;div&gt;I'll put it off until one day I wake up and say, I know how to do it&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;Have different types of tasks to move around through, programming, design, art so you don't get bored&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;Don't put off least favorite to the end, then you have to Domitian during crunch and double miserable&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Audience&lt;/div&gt;&lt;div&gt;Robert, what made you switch from education, consider educational games&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Robert&lt;/div&gt;&lt;div&gt;Wanted to make games as a kid, not making a lot, saw xna and started messing around&lt;/div&gt;&lt;div&gt;It would be cool to make educational games, but not sure how&lt;/div&gt;&lt;div&gt;Most
 make education first and not good games, need to make game and have 
education second because kids are smart and know when they are in school&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Brandon&lt;/div&gt;&lt;div&gt;What do you wish you had known before starting&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Nathan&lt;/div&gt;&lt;div&gt;When top downloads are going to crash&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Robert&lt;/div&gt;&lt;div&gt;Make good tools before starting on game, will save a lot of time&lt;/div&gt;&lt;div&gt;Prepare plan before hand&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ian&lt;/div&gt;&lt;div&gt;Share your ideas, no one will rip it off, but will share good ideas to help make yours better&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=802" width="1" height="1"&gt;</description></item><item><title>GDC2011 10 lessons from 20 years as an entreprenuer</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/801.aspx</link><pubDate>Sun, 06 Mar 2011 16:41:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:801</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/801.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=801</wfw:commentRss><description>10 lessons from 20 years as an entrepreneur: a post-mortem&lt;div&gt;Don Daglow&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Start with money stuff&lt;/div&gt;&lt;div&gt;Next strategy&lt;/div&gt;&lt;div&gt;How in the practicing of our craft we combine heart head courage and hope&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Preparing to manage cash&lt;br&gt;When starting a team, when recruiting, when trying to get critical mass&lt;/div&gt;&lt;div&gt;Cash is king&lt;/div&gt;&lt;div&gt;Keep the nut small&lt;/div&gt;&lt;div&gt;Be nimble like Guerrillas in the hills, not in fortresses&lt;/div&gt;&lt;div&gt;No personal guarantees or second mortgages&lt;/div&gt;&lt;div&gt;Always be thinking - we are about to run out of cash, is this a good buy&lt;/div&gt;&lt;div&gt;Your life partner is more important than your company&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 1&lt;/div&gt;&lt;div&gt;if it seems stupid but everyone else is spending that much...it may still be stupid&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Thinking through the issues&lt;/div&gt;&lt;div&gt;The publishing equation&lt;/div&gt;&lt;div&gt;-Publishing equals the sum of:&lt;/div&gt;&lt;div&gt;-Financing, development, test, distribution, marketing&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 2&lt;/div&gt;&lt;div&gt;It's better to have 10% of something than 90% of nothing&lt;/div&gt;&lt;div&gt;A partner at 10% is better than a wholesaler at 20%&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 3&lt;/div&gt;&lt;div&gt;Decide, don't accept&lt;/div&gt;&lt;div&gt;Who's in charge? How will things be resolved?&lt;/div&gt;&lt;div&gt;Cubes or doors?&lt;/div&gt;&lt;div&gt;Exit strategy? &amp;nbsp;What are the victory conditions?&lt;/div&gt;&lt;div&gt;Who owns how much?&lt;/div&gt;&lt;div&gt;Salary or equity?&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;item 4&lt;/div&gt;&lt;div&gt;Culture matters&lt;/div&gt;&lt;div&gt;1st 10 will define the first 100, then 1000&lt;/div&gt;&lt;div&gt;"warm bodies" strategy leads to a cold grave - they just help a failing project fail faster&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 5&lt;/div&gt;&lt;div&gt;If you think you need to change course within a year, change in 6 months&lt;/div&gt;&lt;div&gt;If you think you can't change, the truth is: you can't not change&lt;/div&gt;&lt;div&gt;Change hurts, radical change hurts more, but is sometimes necessary&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Building great games&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 6&lt;/div&gt;&lt;div&gt;You can build something you'll love and treasure as a player&lt;/div&gt;&lt;div&gt;You can build something some one else will love&lt;/div&gt;&lt;div&gt;20
 years later on a street in Philadelphia...what can you do every day so 
that 20 years from now someone will say to you: you made that game, I 
loved it and....&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 7&lt;/div&gt;&lt;div&gt;Strategies:&lt;/div&gt;&lt;div&gt;Show off technology&lt;/div&gt;&lt;div&gt;Pursue an audience&lt;/div&gt;&lt;div&gt;Don't chase opportunities&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;item 8&lt;/div&gt;&lt;div&gt;My friend was going to leave e&amp;amp;g to come work on the game but...&lt;/div&gt;&lt;div&gt;I couldn't get funding&lt;/div&gt;&lt;div&gt;No one will want to hear a pitch from someone like me&lt;/div&gt;&lt;div&gt;---translation---&lt;/div&gt;&lt;div&gt;I'm afraid of failing so I didn't start the game and blamed it on my friend&lt;/div&gt;&lt;div&gt;I'm afraid to ask for money&lt;/div&gt;&lt;div&gt;I'm afraid I'll be humiliated by publishers so I didn't pitch anything&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 9&lt;/div&gt;&lt;div&gt;The legend of the dog that chased the car&lt;/div&gt;&lt;div&gt;And caught it&lt;/div&gt;&lt;div&gt;Be careful of what you're doing when you fully and totally commit&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Dog chases car, car stops at stop sign, dog just barks, doesn't know what to do with it&lt;/div&gt;&lt;div&gt;Be careful what you want because you might just get it&lt;/div&gt;&lt;div&gt;Think about the 1 thing you are committed to? What would your team say?&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Item 10&lt;/div&gt;&lt;div&gt;Do what you love&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;If you can't right now, think about what actions can I take to move me toward doing what I love?&lt;/div&gt;&lt;div&gt;Not necessarily doing it every minute of every day, but a single mindedness of what you love and pursuing that&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=801" width="1" height="1"&gt;</description></item><item><title>GDC2011 The Identity Bubble</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/800.aspx</link><pubDate>Sun, 06 Mar 2011 16:38:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:800</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/800.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=800</wfw:commentRss><description>The identity bubble -a design approach to character and story development&lt;div&gt;Matthias Worch&lt;/div&gt;&lt;div&gt;&lt;a href="mailto:Mworch@lucasarts.com"&gt;Mworch@lucasarts.com&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://www.worth.com/"&gt;Http://www.worth.com&lt;/a&gt;&lt;/div&gt;&lt;div&gt;Twitter/@mworch&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Writing for games is different than writing for any other media&lt;/div&gt;&lt;div&gt;Games are participatory, others are reflective - viewer vs player&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Identity approaches&lt;/div&gt;&lt;div&gt;Avatars&lt;/div&gt;&lt;div&gt;The character is a tool, a puppet, an object for the player to manipulate according to the rules of the game - rules of play&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;A sort of vehicle from which a world can be seen and otherwise experienced. This character both constrains us....&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Identity range&lt;/div&gt;&lt;div&gt;Puppet. &amp;nbsp;------- &amp;nbsp; &amp;nbsp;vehicle&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;The player willing becomes a schizophrenic and pushes part of their consciousness away to experience the game&lt;/div&gt;&lt;div&gt;Character vs player vs person (outside of games)&lt;/div&gt;&lt;div&gt;3 frames that each whisper and want their way&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Double consciousness&lt;/div&gt;&lt;div&gt;Shared fantasy - Gary Alan Fine&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Harvey Smiths identity fragments&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Character -writer biggest concern&lt;/div&gt;&lt;div&gt;Fictional&lt;/div&gt;&lt;div&gt;Literary pop or mythic archetype&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Player - game designer biggest concern&lt;/div&gt;&lt;div&gt;Solving problems, completing tasks&lt;/div&gt;&lt;div&gt;Sense of skill level&lt;/div&gt;&lt;div&gt;Primal emotions&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Person&lt;/div&gt;&lt;div&gt;Sense of skill level&lt;/div&gt;&lt;div&gt;Sense of idealized self&lt;/div&gt;&lt;div&gt;Self as person with life demands&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;ludonarrative dissonance&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Identity range&lt;/div&gt;&lt;div&gt;Ludonarrative parity --- complementary goals ---- mythic archetypes&amp;nbsp;&lt;/div&gt;&lt;div&gt;Portal, halo &amp;nbsp; &amp;nbsp; &amp;nbsp; -------- &amp;nbsp; &amp;nbsp;Fallout 3, COD4 &amp;nbsp; &amp;nbsp;------- uncharted 2&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ludonarrative parity - character and player are aligned in goals, primal motivation, get to the end and kill glados&lt;/div&gt;&lt;div&gt;Highly story driven game&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Complementary&lt;/div&gt;&lt;div&gt;Char wants to find father, player wants to explore world&lt;/div&gt;&lt;div&gt;Need to match quests to final game goals&lt;/div&gt;&lt;div&gt;Puppet the player controls, but has it's own backstory&lt;/div&gt;&lt;div&gt;Scrapping and exploring&lt;/div&gt;&lt;div&gt;Ludonarrative harmony&lt;/div&gt;&lt;div&gt;May not care about char goals, but still follow it to some degree and are reminded of story goal by game&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Games
 are essentially myth reinforcing activities... Players tend to choose 
the kinds of games that reaffirm their own personal beliefs - bob bates&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;mythic archetypes&lt;/div&gt;&lt;div&gt;Player sees qualities of themselves in the char and try to live it out&lt;/div&gt;&lt;div&gt;The journey is more important than the goal&lt;/div&gt;&lt;div&gt;Identity absorption&lt;/div&gt;&lt;div&gt;Like driving a car, we stay separate, but refer to it as ourselves &amp;nbsp;- oh my gosh, he almost hit me (not my car)&lt;/div&gt;&lt;div&gt;Highly scripted, cutscenes&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Need
 to keep sending I pulses to keep player and character identity 
together, frequency changes based on game type and how tightly they are 
tied&lt;/div&gt;&lt;div&gt;Don't send mixed signals, if you are a robot, shouldn't need to eat&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;myth&lt;/div&gt;&lt;div&gt;Creation ------- recall&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;The power of myth - Joseph Campbell&lt;/div&gt;&lt;div&gt;Save the cat goes to the movies. - Blake Snyder&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=800" width="1" height="1"&gt;</description></item><item><title>GDC2011 Scoping Success</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/799.aspx</link><pubDate>Sun, 06 Mar 2011 16:36:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:799</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/799.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=799</wfw:commentRss><description>Scoping Success&lt;div&gt;Rod Fergusson&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;How am I defining success?&lt;/div&gt;&lt;div&gt;More than just quality&lt;/div&gt;&lt;div&gt;More than just commercial&lt;/div&gt;&lt;div&gt;it's both, and&lt;/div&gt;&lt;div&gt;the team is happy&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Iron triangle&lt;/div&gt;&lt;div&gt;Scope vs schedule vs resources&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Really need a predictable schedule tone a success and to get there&lt;/div&gt;&lt;div&gt;Normally change, cut scope&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Scoping&lt;/div&gt;&lt;div&gt;Goal: Shipping the right product at the right time&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Right product is quality&lt;/div&gt;&lt;div&gt;Consider team - size, tech, and process&lt;/div&gt;&lt;div&gt;Consider player industry expectations&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Right time is timeliness&lt;/div&gt;&lt;div&gt;Consider window of opportunity&lt;/div&gt;&lt;div&gt;Consider marketing&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Lack of maturity will cost you time&lt;/div&gt;&lt;div&gt;Team, tech, or process&lt;/div&gt;&lt;div&gt;Need knowledgeable people, established process to ship on time&lt;/div&gt;&lt;div&gt;Scope should reflect design process&lt;/div&gt;&lt;div&gt;-Epic is highly iterative, 33% buffer for gears 3&lt;/div&gt;&lt;div&gt;You will find work that needs to be done for quality&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Scope should match quality expectations&lt;/div&gt;&lt;div&gt;-Epic prefers smaller and polished&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Consider player/industry expectations&lt;/div&gt;&lt;div&gt;You can't scope in a vacuum&lt;/div&gt;&lt;div&gt;What is the state of the art for your type of game, what is the best of the best that you are competing against&lt;/div&gt;&lt;div&gt;What would be considered the minimum bar for entry&lt;/div&gt;&lt;div&gt;How can you easily exceed expectations&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Managing expectations with scope&lt;/div&gt;&lt;div&gt;Look beyond version 1 to allow for focus on the core&lt;/div&gt;&lt;div&gt;Start with a very tight core that you can build on&lt;/div&gt;&lt;div&gt;Versioning allows you to react to&lt;/div&gt;&lt;div&gt;-player feedback&lt;/div&gt;&lt;div&gt;-industry trends&lt;/div&gt;&lt;div&gt;-competitive landscape&lt;/div&gt;&lt;div&gt;There comes a point of diminishing returns&lt;/div&gt;&lt;div&gt;Franchises are grown&lt;/div&gt;&lt;div&gt;Gears 3 &amp;gt; gears 1&amp;nbsp;+ 5 more years of development&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Consider window of opportunity&lt;/div&gt;&lt;div&gt;When's the best time to be on shelves&lt;/div&gt;&lt;div&gt;What is the competitive landscape&lt;/div&gt;&lt;div&gt;What else could be taking the players money (entertainment competition)&lt;/div&gt;&lt;div&gt;Are there other initiatives you could piggy back on&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Consider marketing&lt;/div&gt;&lt;div&gt;Or why "it'll ship when it's done" doesn't work anymore&lt;/div&gt;&lt;div&gt;Marketing is a global, synchronized initiative&lt;/div&gt;&lt;div&gt;Publisher sales regions allocate their budgets and forecasts months in advance&lt;/div&gt;&lt;div&gt;Major store buyers are looking 180 days out for what's next&lt;/div&gt;&lt;div&gt;It can take 14 weeks to get into a store flyer&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;------------&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Have a fixed ship date mindset&lt;/div&gt;&lt;div&gt;The belief that the ship fate is both realistic and unchangeable&lt;/div&gt;&lt;div&gt;-date can change but must be justified&lt;/div&gt;&lt;div&gt;-date not actually fixed until very confident&lt;/div&gt;&lt;div&gt;Provides a clear goal for the team&lt;/div&gt;&lt;div&gt;Forces prioritization and creativity&lt;/div&gt;&lt;div&gt;Provides a decision making constraint&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Establish your pillars&lt;/div&gt;&lt;div&gt;Key areas of focus, what is the core of the game&lt;/div&gt;&lt;div&gt;May be an aggregate set of features&lt;/div&gt;&lt;div&gt;May be their own overall design goal&lt;/div&gt;&lt;div&gt;Empowers scoping decisions&lt;/div&gt;&lt;div&gt;Usually serves as great talking points for press&lt;/div&gt;&lt;div&gt;Candidates for back of box features&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Cut early, cut often&lt;/div&gt;&lt;div&gt;Due to unknowns, teams tend to underestimate effort&lt;/div&gt;&lt;div&gt;Every feature takes polish time away from the other features&lt;/div&gt;&lt;div&gt;forget sunk cost, look at opportunity cost&lt;/div&gt;&lt;div&gt;Always keep test and support burden in mind&lt;/div&gt;&lt;div&gt;Test decisions against your pillars&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;It's all about the buffer&lt;/div&gt;&lt;div&gt;Realistic scope does not equal the collection of known tasks&lt;/div&gt;&lt;div&gt;Recognition that the future is uncertain&lt;/div&gt;&lt;div&gt;The longer the duration, the greater the uncertainty&lt;/div&gt;&lt;div&gt;The more uncertainty and risk, the more buffer&lt;/div&gt;&lt;div&gt;Polish time is not buffer time&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Estimating&lt;/div&gt;&lt;div&gt;Top down scheduling provides constraint&lt;/div&gt;&lt;div&gt;Bottom up estimating enables ownership&lt;/div&gt;&lt;div&gt;Group estimating creates accountability&lt;/div&gt;&lt;div&gt;Always track your actuals&lt;/div&gt;&lt;div&gt;Evidence based scheduling provides history&lt;/div&gt;&lt;div&gt;-&lt;a href="http://www.joelonsoftware.com/items/2007/10/26.html"&gt;http://www.joelonsoftware.com/items/2007/10/26.html&lt;/a&gt;&lt;/div&gt;&lt;div&gt;Find the right granularity&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;NiMBLe process&lt;/div&gt;&lt;div&gt;New, better, more, less&lt;/div&gt;&lt;div&gt;Prioritize things to add, do more of, or do less of&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;In conclusion&lt;/div&gt;&lt;div&gt;It takes more than just quality to be a successful game, it takes a window of opportunity and strong marketing support&lt;/div&gt;&lt;div&gt;Scope based on your team, on player/industry expectations and your ideal schedule&lt;/div&gt;&lt;div&gt;Realistic and constant scoping, along with buffer, allows you to keep a more predictable schedule&lt;/div&gt;&lt;div&gt;A predictable schedule allows you to hit your window of opportunity and receive the full benefit of marketing&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Ship the right product at the right time&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=799" width="1" height="1"&gt;</description></item><item><title>GDC11 Green Light! Persuasion skills</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/798.aspx</link><pubDate>Sun, 06 Mar 2011 16:32:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:798</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/798.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=798</wfw:commentRss><description>Green light! Persuasion skills to put and keep your game in the fast lane&lt;div&gt;Dick Butterfield&lt;/div&gt;&lt;div&gt;&lt;a href="mailto:Richard@butterfieldspeaks.com"&gt;Richard@butterfieldspeaks.com&lt;/a&gt; for soft copy plus other tips&lt;/div&gt;&lt;div&gt;It's showtime! Butterfield speaks on the power of persuasion - book&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;What is your nirvana?&lt;/div&gt;&lt;div&gt;A metacritic score, that you just got a pitch approved, ...&lt;/div&gt;&lt;div&gt;Important to keep to your own particular style&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;What are the skill sets that make great persuaders&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;The power bite -&amp;nbsp;&lt;span&gt;The elevator speech, very crisp, eloquent to get next meeting&lt;/span&gt;&lt;/div&gt;&lt;div&gt;Aspirational story, speak to peoples hearts and imaginations that makes them want to help you&lt;/div&gt;&lt;div&gt;Meeting prep, decks, paperwork&lt;/div&gt;&lt;div&gt;Navigating q&amp;amp;a, what skills to stay on message&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;What makes great companies great?&lt;/div&gt;&lt;div&gt;Passion, twinkle in the eye - people buy people&lt;/div&gt;&lt;div&gt;Victor
 not victim, know you will be successful, know you will get the team and
 ship the product, think about it first, what will you do to succeed&lt;/div&gt;&lt;div&gt;Great detectives, find out their fear and tell them how you can overcome it, pay attention&lt;/div&gt;&lt;div&gt;-----Listening skills are important&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;The vision, how do people perceive you and the technology&lt;/div&gt;&lt;div&gt;Be student of your technology and industry&lt;/div&gt;&lt;div&gt;Be predictive, be the vision, an insight leader not just a follower&lt;/div&gt;&lt;div&gt;Be the person people go to&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Reduce the firehouse of data to a short precise presentation&lt;/div&gt;&lt;div&gt;Embrace the rule of 3&lt;/div&gt;&lt;div&gt;-avoid laundry list persuasion, selling beyond the close&lt;/div&gt;&lt;div&gt;understand that they want fact based show me the money mind and their heart, speak to both&lt;/div&gt;&lt;/div&gt;&lt;div&gt;-be prepared and understand the context of the meeting, understand where and the people involved&lt;/div&gt;&lt;div&gt;Anticipate questions and have the answers&lt;/div&gt;&lt;div&gt;-have a structure to communication, like a narrative in a game or book, not necessarily a structure like a series of slides&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Every
 time you pitch, first 30 seconds you have to capture their imagination 
or they will start thinking about other things or the meeting they just 
came from&lt;/div&gt;&lt;div&gt;Quickly get to promise of presentation, what will they get out of it&lt;/div&gt;&lt;div&gt;-you will believe x, you will see y&lt;/div&gt;&lt;div&gt;The roadmap, tell them how you will use their time&lt;/div&gt;&lt;div&gt;-I will show you how we will, I will show you...&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;---------Practice it--------- very important&lt;/div&gt;&lt;div&gt;Where do you need To go slower, how will will you do your transitions&lt;/div&gt;&lt;div&gt;If only short time, practice beginning and end, that's where you win and lose people&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Develop your own winning style&lt;/div&gt;&lt;div&gt;Be an actor, use your voice and gestures and expressions to own the room and tell a story&lt;/div&gt;&lt;div&gt;Turn a question and answer session into a question and message session, bridge your answer into a message&lt;/div&gt;&lt;div&gt;Remain authentic and answer the question quickly, but work in your message&lt;/div&gt;&lt;div&gt;Know what your message is&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;power bite&amp;nbsp;&lt;/div&gt;&lt;div&gt;Start with conclusion, then &amp;nbsp;3 pieces of evidence, and what does it mean to them&lt;/div&gt;&lt;div&gt;Conclusion, evidence x 3, so what&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Aspirational storytelling&lt;/div&gt;&lt;div&gt;Dare to paint a picture of the future&lt;/div&gt;&lt;div&gt;Don't make them all improvs, build a repertoire of them, write them, practice them&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=798" width="1" height="1"&gt;</description></item><item><title>GDC2011 This is your brain on game dev</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/797.aspx</link><pubDate>Sun, 06 Mar 2011 16:29:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:797</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/797.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=797</wfw:commentRss><description>This is your brain on game development&lt;div&gt;&lt;a href="mailto:Crabtreesbrain@gmail.com"&gt;Crabtreesbrain@gmail.com&lt;/a&gt;&lt;/div&gt;&lt;div&gt;Twitter/@scottcrab&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Many books, just a few with good science on psychology of happiness and productivity&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;Manage your mind for better results, 3 steps&lt;/div&gt;&lt;div&gt;Logic just part of picture&lt;/div&gt;&lt;div&gt;Manage stress&lt;/div&gt;&lt;div&gt;Work for happiness&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;----logic is just part of the picture&lt;/div&gt;&lt;div&gt;We focus too much on logic and prefrontal cortex, very small part of brain and tires&lt;/div&gt;&lt;div&gt;Small, logical prefrontal cortex can't multitasking. Multitasking drops iq by 10&amp;nbsp;&lt;span&gt;points and increases errors, about 15 for men, 5 for women&lt;/span&gt;&lt;/div&gt;&lt;div&gt;Task switching expensive for computers, people too&lt;/div&gt;&lt;div&gt;Not really multitasking, fast task switching&lt;/div&gt;&lt;div&gt;Lessens ability to filter extraneous data, separate unimportant from important&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Conscious thinking is limited resource, prioritize prioritization, keep it simple, and help with visuals and lists&lt;/div&gt;&lt;div&gt;Important-Do it when you are fresh, not necessarily first thing in morning&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;To get insights from some parts of brains, you have to quiet other parts, perhaps with mindfulness meditation&lt;/div&gt;&lt;div&gt;Insights come better when you are peaceful and happy&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Summary&lt;/div&gt;&lt;div&gt;Conscious thinking is limited - prioritize prioritizing and don't multitask&lt;/div&gt;&lt;div&gt;Help your brain with visuals and lists&lt;/div&gt;&lt;div&gt;Insight comes when conscious thinking pauses&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;20 minutes to get into flow, 2 minutes to get out of it&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;-----manage stress&lt;/div&gt;&lt;div&gt;does not mean eliminating, need the right amount of "eustress" to be most effective&lt;/div&gt;&lt;div&gt;Low stress, boredom, depression - area of optimal stress challenge - high stress bell curve&amp;nbsp;&lt;/div&gt;&lt;div&gt;Fight, flight, freeze response is bad for brain function&lt;/div&gt;&lt;div&gt;We are wired to cooperate with each other, empathize&lt;/div&gt;&lt;div&gt;We are wired to view the world as "us" and "them"&lt;/div&gt;&lt;div&gt;The happier you are, the bigger your circle of "us"&lt;/div&gt;&lt;div&gt;Happier people are less socially biased&lt;/div&gt;&lt;div&gt;Label and reappraise (don't suppress) negative emotions to manage them&lt;/div&gt;&lt;div&gt;-if your opinion isn't heard you get more stressed about it, brain same way&lt;/div&gt;&lt;div&gt;Exercise eases stress and improves thinking&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Summary&lt;/div&gt;&lt;div&gt;Excess stress is bad for brain function&lt;/div&gt;&lt;div&gt;Mitigate stress with reappraisal and relaxation&lt;/div&gt;&lt;div&gt;Exercise to manage stress &amp;amp; boost your brain&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Doodling can help retain more, requires no thinking&lt;/div&gt;&lt;div&gt;Anything that can be automated and doesn't require conscious thought can help conscious thought&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;--work for happiness&lt;/div&gt;&lt;div&gt;Happier people are more productive, sociable, cooperative, creative, resilient, successful, and engaged&lt;/div&gt;&lt;div&gt;Happier are healthier and live longer&lt;/div&gt;&lt;div&gt;Widens the scope of attention&lt;/div&gt;&lt;div&gt;Increases behavior repertoires&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Largely determined by set point, but also intentional behavior&lt;/div&gt;&lt;div&gt;50 genetic, 40 intentional, 10 circumstance&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;How&lt;/div&gt;&lt;div&gt;1 Flow toward goals&lt;/div&gt;&lt;div&gt;2 strive to maintain a positive Attitude&lt;/div&gt;&lt;div&gt;3 invest&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Set goals that are important to you, measure progress toward those goals&lt;/div&gt;&lt;div&gt;Different brains have different strengths, learn and use yours&lt;/div&gt;&lt;div&gt;Michael Jordan didn't try to improve in baseball, did his strength at basketball&lt;/div&gt;&lt;div&gt;Spend time on strengths, not always focus on improving weaknesses&lt;/div&gt;&lt;div&gt;"strengths finder 2.0" "go put your strengths to work" &amp;nbsp;- books&lt;/div&gt;&lt;div&gt;Get into flow - pie graph&lt;/div&gt;&lt;div&gt;Get into challenge at right level for you and stay focused&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Attitude is as important as it is cliche, nurture optimism and positivity&lt;/div&gt;&lt;div&gt;Write down positives, will make you happier&lt;/div&gt;&lt;div&gt;Best teams have positive to negative comments ratio of &amp;gt; 5:1&lt;/div&gt;&lt;div&gt;Tipping point is about 3:1&lt;/div&gt;&lt;div&gt;moves team from minimize risk to maximize reward&lt;/div&gt;&lt;div&gt;Feedback sandwich, positive comment, negative, positive&lt;/div&gt;&lt;div&gt;Too much is a bad thing, feels fake, &amp;gt; 20 to 1&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Invest in people and relationships -&amp;nbsp;&lt;span&gt;It will boost your network, coping ability, and happiness&lt;/span&gt;&lt;/div&gt;&lt;div&gt;Happiness is contagious&lt;/div&gt;&lt;div&gt;Express gratitude, makes you and them happier&lt;/div&gt;&lt;div&gt;Happiness outside work will make you happier at work too&lt;/div&gt;&lt;div&gt;Exercise, smile, relax, meditate, focus on present&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;It takes knowledge, subtlety, and support, and persistance&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=797" width="1" height="1"&gt;</description></item><item><title>GDC2011 3Ds Max tips and tricks</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/796.aspx</link><pubDate>Sun, 06 Mar 2011 16:21:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:796</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/796.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=796</wfw:commentRss><description>Modeling&lt;div&gt;Animation&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Modeling with matchmover&lt;/div&gt;&lt;div&gt;Workflow&lt;/div&gt;&lt;div&gt;&amp;nbsp;Shoot footage&lt;/div&gt;&lt;div&gt;&amp;nbsp;Convert to bmp, runs faster in Matchmover&lt;/div&gt;&lt;div&gt;&amp;nbsp;Load into matchmover&lt;/div&gt;&lt;div&gt;Camera becomes camera in max&lt;/div&gt;&lt;div&gt;Create model from 3d points&lt;/div&gt;&lt;div&gt;Project footage on model&lt;/div&gt;&lt;div&gt;Bake to object and texture&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Shoot footage&lt;/div&gt;&lt;div&gt;Try to get good coverage, move around&lt;/div&gt;&lt;div&gt;Do not pan and tilt, do not use tripod&lt;/div&gt;&lt;div&gt;Need to see all angles for modeling and texturing&lt;/div&gt;&lt;div&gt;Avoid blur and artifacts, don't move too fast&lt;/div&gt;&lt;div&gt;Convert to image sequence, pick best frames, too many frames take a long time and many have duplicate data&lt;/div&gt;&lt;div&gt;3rd max-rendering-ram player- to convert to bmp image sequence&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Automatic tracking&lt;/div&gt;&lt;div&gt;Good tracking to make camera but points are useless&lt;/div&gt;&lt;div&gt;Manual tracking, use auto camera but set points to make model from&lt;/div&gt;&lt;div&gt;Create axis and scale, etc, then export to a 3rd max script&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Run matchmover tracker&lt;/div&gt;&lt;div&gt;In preferences make sure you have z axis set to up&lt;/div&gt;&lt;div&gt;CPU is very important to make this run fast&lt;/div&gt;&lt;div&gt;Hide tracking points&lt;/div&gt;&lt;div&gt;In point tracks add new group&lt;/div&gt;&lt;div&gt;Add new track&lt;/div&gt;&lt;div&gt;Place point, scroll to another frame and select same point, when it turns green it means it was able to track it&lt;/div&gt;&lt;div&gt;Create more track points&lt;/div&gt;&lt;div&gt;Yellow means not perfect, move it around or go to another frame and try&lt;/div&gt;&lt;div&gt;Pick which one will be origin&lt;/div&gt;&lt;div&gt;Pick at least 3 points on different axis so it can model it as 3d&lt;/div&gt;&lt;div&gt;Make as many points as you want, more is better model&lt;/div&gt;&lt;div&gt;Make
 points where architecture changes, different direction, different 
texture,etc because these will be used to make your model later&lt;/div&gt;&lt;div&gt;Pick 2 points that you know distance and set that, use u it of measure matching system prefs&lt;/div&gt;&lt;div&gt;Select all modeling points, except auto, and export&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Open model script in max, sometimes causes error due to groups&lt;/div&gt;&lt;div&gt;Tip - always Delete groups and groups name sections before opening&lt;/div&gt;&lt;div&gt;Select all points&lt;/div&gt;&lt;div&gt;Maxscript editor and script change size to scale up to a realistic size&lt;/div&gt;&lt;div&gt;Grab a few points on a side-alt q to isolate&lt;/div&gt;&lt;div&gt;Start drawing planes and shapes, faces to make the object&lt;/div&gt;&lt;div&gt;Choose snap to pivot to snap to selected points instead of grid&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Trick add your tools to a pane/ custom ribbon, then set a hotkey to make it appear&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;After model made for texture use a camera map&lt;/div&gt;&lt;div&gt;Find a good view of specific texture in camera view&lt;/div&gt;&lt;div&gt;Render to texture, auto unwrap&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;After texturing&lt;/div&gt;&lt;div&gt;Select all and then link to make 1 model&lt;/div&gt;&lt;div&gt;Then render to texture on a new channel, unwrapped and baked to move all textures to 1 map&lt;/div&gt;&lt;div&gt;Move channel 2 to channel 1 and then remove channel 2&lt;/div&gt;&lt;div&gt;Now it's ready to export to a game engine&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Best to use for cubic, planar shapes&lt;/div&gt;&lt;div&gt;For
 cylindrical shapes, place points at top and bottom, then create a 
cylinder since it would be impossible to create enough tracking points 
to make a good circle&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Can use multiple cameras 
and point of views for camera, but for modeling can only use 1 and is 
easiest with static object, eg a building&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;--------------------------------&lt;/div&gt;&lt;div&gt;Substances = new several new types of texture assets in 2012&lt;/div&gt;&lt;div&gt;Contains diffuse, normal, texture, shader, ... Maps in 1 file&lt;/div&gt;&lt;div&gt;Easier to use in slate manager rather than classic&lt;/div&gt;&lt;div&gt;Can use animated texture, ex sliding door opening, instead of moving model&lt;/div&gt;&lt;div&gt;Can use to easily change color, ex leaves on a tree as season changes&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;/div&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=796" width="1" height="1"&gt;</description></item><item><title>Sky Defender source code</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2010/08/02/Sky_Defender_source.aspx</link><pubDate>Mon, 02 Aug 2010 12:59:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:792</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/792.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=792</wfw:commentRss><description>I am making available the Sky Defender (XNA version) source code.&amp;nbsp; Please read the included info.txt file as it spells out the different licenses involved.&amp;nbsp; Basically the source code you can do with as you please as long as you leave the attributions.&amp;nbsp; The content is various licenses depending on the source, which is listed out in the document.&lt;br&gt;&lt;br&gt;The source is an integration of Torque X, the Microsft XNA Game State Manager, Nick Gravelyn's Storage Device Management, and Enchanted Age's high score component.&amp;nbsp; I added in multi-threading to the level loading screens and code to handle trials and the buying process.&amp;nbsp; I think there's a few other things in there, but I can't remember them right now.&lt;br&gt;&lt;br&gt;The Torque X source code is NOT included in this package.&amp;nbsp; It is linked to in the solution file, so you will either need to re-point it to your source copy or reference the compiled dll's instead if you don't have a source license.&lt;br&gt;&lt;br&gt;And now for the link: &lt;a href="http://www.StarlitSkyGames.com/files/games/Sky_Defender_Source.zip"&gt;http://www.StarlitSkyGames.com/files/games/Sky_Defender_Source.zip&lt;/a&gt;&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;br&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=792" width="1" height="1"&gt;</description></item><item><title>Motor Psycho first video look</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2009/11/02/206.aspx</link><pubDate>Mon, 02 Nov 2009 14:22:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:206</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/206.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=206</wfw:commentRss><description>I've posted an early alpha video of Motor Psycho (a Road Rash style motorcycle racer/fighter) up on youtube.&amp;nbsp; It is a short video of a small level I'm using just to test the physics, pathfinding, fighting, etc.&amp;nbsp; I'm expecting the game to be done in the first half of 2010 and to ship on XBox Live Indie Games.&lt;br&gt;&lt;br&gt;&lt;a href="http://www.youtube.com/watch?v=amldwxVjzxc"&gt;Click here to go view the video&lt;/a&gt;, then let me know what you think in the forums, twitter, or facebook.&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=206" width="1" height="1"&gt;</description></item><item><title>Screenshot of new Motorcycle game</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2009/10/22/204.aspx</link><pubDate>Thu, 22 Oct 2009 16:22:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:204</guid><dc:creator>admin</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/204.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=204</wfw:commentRss><description>Starlit Sky Games, LLC is currently working on an unnamed motorcycle racing-fighting game, similar to Road Rash.&amp;nbsp; View a screenshot in the gallery at &lt;a href="http://www.starlitskygames.com/photos/motorcycle/picture203.aspx"&gt;http://www.starlitskygames.com/photos/motorcycle/picture203.aspx&lt;/a&gt; and help pick a name.&amp;nbsp; Either post your suggestion in the forums or send me a tweet at TOgburn with your suggestion.&lt;br&gt;&lt;br&gt; Tom Ogburn&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=204" width="1" height="1"&gt;</description></item><item><title>Sky Defender now available on XBox 360</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2009/07/01/191.aspx</link><pubDate>Wed, 01 Jul 2009 12:21:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:191</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/191.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=191</wfw:commentRss><description>Sky Defender is now available in the XBox 360 Indie Games channel.&amp;nbsp; You can download it directly to your system from XBox.com by following the link below.&lt;br&gt;&lt;br&gt;&lt;a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550246"&gt;http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550246&lt;/a&gt;&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=191" width="1" height="1"&gt;</description></item><item><title>Win a 12 month XBox Live Gold code</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2009/04/21/184.aspx</link><pubDate>Tue, 21 Apr 2009 20:56:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:184</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/184.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=184</wfw:commentRss><description>On April 26, 2009 I will be giving away one 12 month XBox Live Gold code to a randomly chosen person that retweets my StrikeForce-Psi announcement between now and then.&amp;nbsp; The announcement is here: &lt;a href="http://twitter.com/TOgburn/status/1575409771"&gt;http://twitter.com/TOgburn/status/1575409771&lt;/a&gt;&lt;br&gt;&lt;br&gt;and after you do that, go ahead and &lt;a href="http://xblcg.info/link/strikeforce-psi/0"&gt;download the game&lt;/a&gt; and try it.&amp;nbsp; Go ahead, I dare you... :)&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=184" width="1" height="1"&gt;</description></item><item><title>StrikeForce Psi available on XBox 360 Community Games</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2009/04/20/183.aspx</link><pubDate>Mon, 20 Apr 2009 15:15:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:183</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/183.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=183</wfw:commentRss><description>Download it now from &lt;a href="http://xblcg.info/link/strikeforce-psi/0"&gt;http://xblcg.info/link/strikeforce-psi/0&lt;br&gt;&lt;/a&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=183" width="1" height="1"&gt;</description></item><item><title>StrikeForce Psi - nearing release and credits</title><link>http://www.starlitskygames.com/blogs/site_news/archive/2009/04/19/182.aspx</link><pubDate>Mon, 20 Apr 2009 01:45:00 GMT</pubDate><guid isPermaLink="false">a6a527c0-0a36-4809-9df7-a6c4125091ab:182</guid><dc:creator>TOgburn</dc:creator><slash:comments>0</slash:comments><comments>http://www.starlitskygames.com/blogs/site_news/comments/182.aspx</comments><wfw:commentRss>http://www.starlitskygames.com/blogs/site_news/commentrss.aspx?PostID=182</wfw:commentRss><description>StrikeForce Psi is now in review on Xbox Live Community Games and should be coming out soon.&amp;nbsp; Of course I will update as soon as it is released.&amp;nbsp; I also want to mention the people I worked with to get the game done.&lt;br&gt;&lt;br&gt;Art Lead project manager - Mindaugas Jokubaitis (Dami Digital)&lt;br&gt;Art - Dami Digital &lt;a href="http://dami.lt/"&gt;http://dami.lt/&lt;/a&gt;&lt;br&gt;Characters - Maxim Lyulyukin &lt;a href="http://www.robomaniac.invitinggames.com/store/"&gt;http://www.robomaniac.invitinggames.com/store/&lt;/a&gt;&lt;br&gt;Audio - Spencer Sternberg &lt;a href="http://www.spencersternberg.com"&gt;http://www.spencersternberg.com&lt;/a&gt;&lt;br&gt;Level Editing - Tom Ogburn&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Ben Ogburn&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Dan McCollum &lt;a href="http://www.danmccollum.com/"&gt;http://www.danmccollum.com/&lt;/a&gt;&lt;br&gt;Programming - Tom Ogburn&lt;br&gt;&lt;br&gt;More to come when the game goes live.&lt;br&gt;&lt;br&gt;--Tom Ogburn&lt;br&gt;&lt;img src="http://www.starlitskygames.com/aggbug.aspx?PostID=182" width="1" height="1"&gt;</description></item></channel></rss>