<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Night Work</title>
	<atom:link href="http://gamedesignreviews.com/scrapbook/night-work/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamedesignreviews.com/scrapbook/night-work/</link>
	<description>Inductive Game Design Research</description>
	<lastBuildDate>Mon, 03 Nov 2014 07:08:02 +0100</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/night-work/comment-page-1/#comment-365</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sun, 30 Nov 2008 19:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/night-work/#comment-365</guid>
		<description>&gt;i&#039;d say that you did take more and &lt;br/&gt;&gt;more time for later work (purple, &gt;pink, cyan) simply because one &gt;isn&#039;t very effective when working &gt;that late.&lt;br/&gt;&lt;br/&gt;You&#039;d be wrong. The Data hardly supports that assumption.&lt;br/&gt;&lt;br/&gt;What is &quot;raw level-editing craftmanship&quot;?</description>
		<content:encoded><![CDATA[<p>&gt;i&#39;d say that you did take more and <br />&gt;more time for later work (purple, &gt;pink, cyan) simply because one &gt;isn&#39;t very effective when working &gt;that late.</p>
<p>You&#39;d be wrong. The Data hardly supports that assumption.</p>
<p>What is &quot;raw level-editing craftmanship&quot;?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: daniel 'sirleto' renkel</title>
		<link>http://gamedesignreviews.com/scrapbook/night-work/comment-page-1/#comment-363</link>
		<dc:creator>daniel 'sirleto' renkel</dc:creator>
		<pubDate>Sun, 30 Nov 2008 11:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/night-work/#comment-363</guid>
		<description>all my work done in the week from tue, 18.nov to wed, 26.nov sums up to 54h:&lt;br/&gt;&lt;br/&gt;2008-11-18, tue: 3h&lt;br/&gt;2008-11-19, wed: 5h&lt;br/&gt;2008-11-20, thu: 6h&lt;br/&gt;2008-11-21, fri: 8h&lt;br/&gt;2008-11-22, sat: 6h&lt;br/&gt;2008-11-23, sun: 4h&lt;br/&gt;2008-11-24, mon: 8h&lt;br/&gt;2008-11-25, tue: 5h&lt;br/&gt;2008-11-26, wed: 9h&lt;br/&gt;&lt;br/&gt;due to the fact that i was also working at my day-job monday to thursday each week, i did similiar as krystian start work at 18&#039;o clock and end it after midnight.&lt;br/&gt;&lt;br/&gt;i did not track exactly how much time i used for each level, because i was jumping back and forth sometimes (making corrections, hints &amp; wishes, adding different pickup positions, etc.)&lt;br/&gt;&lt;br/&gt;due to the fact that i didn&#039;t add many new features in the level editor i also didn&#039;t keep track of that time separately.&lt;br/&gt;&lt;br/&gt;but i believe adding xml export, some tracing option i needed for the solutions and some simple used-path-visualization took aprox. 8 hours. &lt;br/&gt;&lt;br/&gt;designing the 30 levels did took me aprox. 6h, which leaves ~40h for the raw level-editing craftmanship. which is actually 25% better than my original assumption to need arround 2h per each level. which i actually believe to have only reached for a few of the more difficult and thus more complex levels.&lt;br/&gt;&lt;br/&gt;krystian, if i wanted to argue with you (which i don&#039;t ;) i&#039;d say that you did take more and more time for later work (purple, pink, cyan) simply because one isn&#039;t very effective when working that late.</description>
		<content:encoded><![CDATA[<p>all my work done in the week from tue, 18.nov to wed, 26.nov sums up to 54h:</p>
<p>2008-11-18, tue: 3h<br />2008-11-19, wed: 5h<br />2008-11-20, thu: 6h<br />2008-11-21, fri: 8h<br />2008-11-22, sat: 6h<br />2008-11-23, sun: 4h<br />2008-11-24, mon: 8h<br />2008-11-25, tue: 5h<br />2008-11-26, wed: 9h</p>
<p>due to the fact that i was also working at my day-job monday to thursday each week, i did similiar as krystian start work at 18&#39;o clock and end it after midnight.</p>
<p>i did not track exactly how much time i used for each level, because i was jumping back and forth sometimes (making corrections, hints &amp; wishes, adding different pickup positions, etc.)</p>
<p>due to the fact that i didn&#39;t add many new features in the level editor i also didn&#39;t keep track of that time separately.</p>
<p>but i believe adding xml export, some tracing option i needed for the solutions and some simple used-path-visualization took aprox. 8 hours. </p>
<p>designing the 30 levels did took me aprox. 6h, which leaves ~40h for the raw level-editing craftmanship. which is actually 25% better than my original assumption to need arround 2h per each level. which i actually believe to have only reached for a few of the more difficult and thus more complex levels.</p>
<p>krystian, if i wanted to argue with you (which i don&#39;t <img src='http://gamedesignreviews.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  i&#39;d say that you did take more and more time for later work (purple, pink, cyan) simply because one isn&#39;t very effective when working that late.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
