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	<title>Game Design Reviews</title>
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	<link>http://gamedesignreviews.com</link>
	<description>Inductive Game Design Research</description>
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		<title>UFO Postmortem Observations</title>
		<link>http://gamedesignreviews.com/scrapbook/ufo-postmortem-observations/</link>
		<comments>http://gamedesignreviews.com/scrapbook/ufo-postmortem-observations/#comments</comments>
		<pubDate>Tue, 07 May 2013 16:22:11 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7620</guid>
		<description><![CDATA[I wrote yesterday about some of my observations on the Myst Classic Game Postmortem. I wanted to follow-up today with the UFO Classic Game&#160;Postmortem.

Full disclosure: I never actually played that much of UFO. I played a couple of missions. But most of my UFO experience comes from the sequel X-Com: Terror from the Deep which [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Myst Postmortem Observations</title>
		<link>http://gamedesignreviews.com/scrapbook/myst-postmortem-observations/</link>
		<comments>http://gamedesignreviews.com/scrapbook/myst-postmortem-observations/#comments</comments>
		<pubDate>Mon, 06 May 2013 14:32:41 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7600</guid>
		<description><![CDATA[One of my favorite GDC sessions are the Classic Game Postmortems. These are presentations where the creators of famous old-schools games tell the story of how those games were created. The postmortems are great because they tend to reveal surprising facts about those often pivotal games. They also great because they often show a historical, [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Developing TRAUMA for iOS</title>
		<link>http://gamedesignreviews.com/scrapbook/developing-trauma-for-ios/</link>
		<comments>http://gamedesignreviews.com/scrapbook/developing-trauma-for-ios/#comments</comments>
		<pubDate>Wed, 24 Apr 2013 20:24:51 +0000</pubDate>
		<dc:creator>Max Christ</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7571</guid>
		<description><![CDATA[TL;DR The most challenging parts of developing TRAUMA for iOS was fast blur with a big radius and realtime video into texture streaming with synchronized&#160;audio.

A sample of the sourcecode of TRAUMA iOS. This particular function is to detect which image was selected by the&#160;player.

The original TRAUMA was completely created by Krystian and is using Flash [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>TRAUMA iOS Released!</title>
		<link>http://gamedesignreviews.com/scrapbook/trauma-ios-released/</link>
		<comments>http://gamedesignreviews.com/scrapbook/trauma-ios-released/#comments</comments>
		<pubDate>Sat, 23 Mar 2013 17:33:04 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7550</guid>
		<description><![CDATA[I am proud to announce that my game TRAUMA has been just released on the App Store. It is available here for $2.99. It is a universal App so it plays on both, the iPad and the&#160;iPhone.
Get TRAUMA iOS here
It has been a surprisingly long way to get here. Almost immediately after the initial release [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Miasmata Impressions</title>
		<link>http://gamedesignreviews.com/scrapbook/miasmata/</link>
		<comments>http://gamedesignreviews.com/scrapbook/miasmata/#comments</comments>
		<pubDate>Thu, 21 Feb 2013 18:28:35 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7532</guid>
		<description><![CDATA[The games industry has a sickness. It&#8217;s an acute lack of innovation. We don&#8217;t have a cure yet. But here is a mixture that may provide temporary relief: mix equal parts Far Cry 2, Amnesia and Myst. You get&#160;Miasmata.

Far Cry 2&#160;Parts
Just like Far Cry 2, Miasmata is a first-person open-world game. You are free to [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>New Super Mario Bros. U Impressions</title>
		<link>http://gamedesignreviews.com/scrapbook/new-super-mario-bros-u-impressions/</link>
		<comments>http://gamedesignreviews.com/scrapbook/new-super-mario-bros-u-impressions/#comments</comments>
		<pubDate>Thu, 14 Feb 2013 17:50:13 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7507</guid>
		<description><![CDATA[New Super Mario Bros. U is a game easy to be cynical about. It represents much of what is wrong with Nintendo today&#8201;&#8211;&#8201;a company relying heavily on the same, decade old brands. The New Super Mario Bros. series being a particular offender&#8201;&#8211;&#8201;delivering Mario branded products by re-packaging 30 years old gameplay on a low&#160;budget.

But hey, [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Hyrule Historia</title>
		<link>http://gamedesignreviews.com/scrapbook/hyrule-historia/</link>
		<comments>http://gamedesignreviews.com/scrapbook/hyrule-historia/#comments</comments>
		<pubDate>Mon, 11 Feb 2013 14:05:25 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7491</guid>
		<description><![CDATA[Here is an interesting game thing to get. Nintendo recently released a book called Hyrule Historia in the&#160;west.

Around 250 pages. A4 Format. Full-color. Hard-bound with golden print on the&#160;cover.

The books is somewhat unusual. On first sight one could call it an artbook for the Zelda series. The main bulk of the content does focus on [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Backlog Update 9</title>
		<link>http://gamedesignreviews.com/scrapbook/backlog-update-9/</link>
		<comments>http://gamedesignreviews.com/scrapbook/backlog-update-9/#comments</comments>
		<pubDate>Thu, 07 Feb 2013 18:26:04 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7482</guid>
		<description><![CDATA[It&#8217;s time for another Backlog Update. I completed another set of 5 games some time&#160;ago.


Rayman Origins Finished this quite some time ago. I wrote a little about sexism in that game and possible ways to have avoided it. But generally, I liked it a lot. I was also pleased to see that my GF played [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>How They Broke Prometheus</title>
		<link>http://gamedesignreviews.com/scrapbook/how-they-broke-prometheus/</link>
		<comments>http://gamedesignreviews.com/scrapbook/how-they-broke-prometheus/#comments</comments>
		<pubDate>Tue, 05 Feb 2013 16:55:11 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7459</guid>
		<description><![CDATA[I got the Prometheus Blu-Ray on Christmas. It was the über-mega-special edition with a ton of special features. Perhaps not quite as much as Red Letter Media suggested but I ended up spending an entire day watching&#160;it.

There is some very cool material on there. I was especially surprised by the edited scenes. There was a [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Wii U-Turn Around The World</title>
		<link>http://gamedesignreviews.com/scrapbook/wii-u-turn-around-the-world/</link>
		<comments>http://gamedesignreviews.com/scrapbook/wii-u-turn-around-the-world/#comments</comments>
		<pubDate>Mon, 04 Feb 2013 23:47:08 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7433</guid>
		<description><![CDATA[I&#8217;m really enjoying the Wii U these days. I got one at launch but I wasn&#8217;t able to play it until just recently. Because the first thing I did once I got it was to break&#160;it.

Before you brick, you see the&#160;ring.

But let&#8217;s start at the beginning. As you may know, I host a podcast show [...]]]></description>
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		<slash:comments>0</slash:comments>
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