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	<title>Comments for Mostly Tigerproof</title>
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	<link>http://blog.mostlytigerproof.com</link>
	<description>Craig Timpany&#039;s weblog</description>
	<lastBuildDate>Wed, 30 Nov 2011 20:12:50 +0000</lastBuildDate>
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		<title>Comment on Gathering statistics using Google Analytics and Unity 3D by Craig Timpany</title>
		<link>http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d/#comment-209</link>
		<dc:creator><![CDATA[Craig Timpany]]></dc:creator>
		<pubDate>Wed, 30 Nov 2011 20:12:50 +0000</pubDate>
		<guid isPermaLink="false">http://blog.mostlytigerproof.com/?p=138#comment-209</guid>
		<description><![CDATA[I wrote this article 2 years ago; if you&#039;re looking for Unity analytics today, you should also consider Playtomic (http://playtomic.com/). They&#039;ve got an actual Unity client, and it&#039;s generally more suited for games.]]></description>
		<content:encoded><![CDATA[<p>I wrote this article 2 years ago; if you&#8217;re looking for Unity analytics today, you should also consider Playtomic (<a href="http://playtomic.com/" rel="nofollow">http://playtomic.com/</a>). They&#8217;ve got an actual Unity client, and it&#8217;s generally more suited for games.</p>
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		<title>Comment on Gathering statistics using Google Analytics and Unity 3D by Getting Started in Unity Game Development &#124; BaltimoreGamer</title>
		<link>http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d/#comment-196</link>
		<dc:creator><![CDATA[Getting Started in Unity Game Development &#124; BaltimoreGamer]]></dc:creator>
		<pubDate>Sat, 15 Oct 2011 14:03:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.mostlytigerproof.com/?p=138#comment-196</guid>
		<description><![CDATA[[...] Mostly Tigerproof Using Google Analytics and Unity to track game stats This is a blog entry about Google Analytics and Unity http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d... [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Mostly Tigerproof Using Google Analytics and Unity to track game stats This is a blog entry about Google Analytics and Unity http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d&#8230; [...]</p>
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		<title>Comment on Gathering statistics using Google Analytics and Unity 3D by Getting Started in Unity Game Development &#124; A Game Design Student</title>
		<link>http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d/#comment-195</link>
		<dc:creator><![CDATA[Getting Started in Unity Game Development &#124; A Game Design Student]]></dc:creator>
		<pubDate>Thu, 13 Oct 2011 04:16:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.mostlytigerproof.com/?p=138#comment-195</guid>
		<description><![CDATA[[...] Mostly Tigerproof Using Google Analytics and Unity to track game stats This is a blog entry about Google Analytics and Unity http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d... [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Mostly Tigerproof Using Google Analytics and Unity to track game stats This is a blog entry about Google Analytics and Unity http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d&#8230; [...]</p>
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		<title>Comment on The dangers of paper prototyping by Craig Timpany</title>
		<link>http://blog.mostlytigerproof.com/2010/10/03/the-dangers-of-paper-prototyping/#comment-194</link>
		<dc:creator><![CDATA[Craig Timpany]]></dc:creator>
		<pubDate>Wed, 28 Sep 2011 09:27:21 +0000</pubDate>
		<guid isPermaLink="false">https://wildgeese.wordpress.com/?p=256#comment-194</guid>
		<description><![CDATA[Woah there, paper prototyping isn&#039;t a crutch that makes designing easier. It just makes production easier. Designing board games is tough, in many ways tougher than designing video games.

It&#039;s particularly tough (and slightly deceptive) when you&#039;re trying to isolate an aspect of a larger design and test it in that isolation.

That said, newbies totally should paper prototype, because board and card game design is an excellent place to start in game design. It gets you to hard design problems straight away, instead of requiring either a team or technical skills developed over years.]]></description>
		<content:encoded><![CDATA[<p>Woah there, paper prototyping isn&#8217;t a crutch that makes designing easier. It just makes production easier. Designing board games is tough, in many ways tougher than designing video games.</p>
<p>It&#8217;s particularly tough (and slightly deceptive) when you&#8217;re trying to isolate an aspect of a larger design and test it in that isolation.</p>
<p>That said, newbies totally should paper prototype, because board and card game design is an excellent place to start in game design. It gets you to hard design problems straight away, instead of requiring either a team or technical skills developed over years.</p>
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		<title>Comment on The dangers of paper prototyping by Jeremy Springfield</title>
		<link>http://blog.mostlytigerproof.com/2010/10/03/the-dangers-of-paper-prototyping/#comment-193</link>
		<dc:creator><![CDATA[Jeremy Springfield]]></dc:creator>
		<pubDate>Wed, 28 Sep 2011 01:49:44 +0000</pubDate>
		<guid isPermaLink="false">https://wildgeese.wordpress.com/?p=256#comment-193</guid>
		<description><![CDATA[Perhaps the decision to use or not use paper prototyping reflects more on the stage the game designer is at in their art.  Tadhq has a similar argument about using or not using Game Design Documents in the process of building a game.  http://whatgamesare.com/2011/05/return-of-the-gdd-game-design.html His post discusses pitfalls and traps associated with GDD&#039;s being over used.

My counter argument is that any newcomer to game design should definitely be using paper prototyping and game design documents when the start out.  At some point hopefully the developer &#039;levels up&#039; and can move their art to the point where they are not as limited by the constraints which come from using a paper prototype as a foundation.

Newbies should be prepared to use a Game Design Document and or a Paper Prototype in the beginning...  But know that after a while (perhaps years) they need to step away from the training wheels.  

But maybe that&#039;s just my opinion as a newbie.  ;)]]></description>
		<content:encoded><![CDATA[<p>Perhaps the decision to use or not use paper prototyping reflects more on the stage the game designer is at in their art.  Tadhq has a similar argument about using or not using Game Design Documents in the process of building a game.  <a href="http://whatgamesare.com/2011/05/return-of-the-gdd-game-design.html" rel="nofollow">http://whatgamesare.com/2011/05/return-of-the-gdd-game-design.html</a> His post discusses pitfalls and traps associated with GDD&#8217;s being over used.</p>
<p>My counter argument is that any newcomer to game design should definitely be using paper prototyping and game design documents when the start out.  At some point hopefully the developer &#8216;levels up&#8217;and can move their art to the point where they are not as limited by the constraints which come from using a paper prototype as a foundation.</p>
<p>Newbies should be prepared to use a Game Design Document and or a Paper Prototype in the beginning&#8230;  But know that after a while (perhaps years) they need to step away from the training wheels.  </p>
<p>But maybe that&#8217;s just my opinion as a newbie.  <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Comment on Game budgets, a powers of 10 overview by Jeremy Springfield</title>
		<link>http://blog.mostlytigerproof.com/2010/09/18/game-budgets-a-powers-of-10-overview/#comment-192</link>
		<dc:creator><![CDATA[Jeremy Springfield]]></dc:creator>
		<pubDate>Wed, 28 Sep 2011 01:39:58 +0000</pubDate>
		<guid isPermaLink="false">http://wildgeese.wordpress.com/?p=103#comment-192</guid>
		<description><![CDATA[This is a great post.  Found this via Reddit http://www.reddit.com/r/truegaming/comments/kt63x/game_engines_are_there_any_hard_numbers_on_costs/

Oddly enough this is really topical.  I just saw an early budget proposal for Lantana Games first title Children of Liberty.  This is great information for anyone playing around in the indie space and learning how to ask for money from initial investors.  It gives context and framework to the dollar amounts.  I&#039;m going to send it over to him right away.

Thank you!]]></description>
		<content:encoded><![CDATA[<p>This is a great post.  Found this via Reddit <a href="http://www.reddit.com/r/truegaming/comments/kt63x/game_engines_are_there_any_hard_numbers_on_costs/" rel="nofollow">http://www.reddit.com/r/truegaming/comments/kt63x/game_engines_are_there_any_hard_numbers_on_costs/</a></p>
<p>Oddly enough this is really topical.  I just saw an early budget proposal for Lantana Games first title Children of Liberty.  This is great information for anyone playing around in the indie space and learning how to ask for money from initial investors.  It gives context and framework to the dollar amounts.  I&#8217;m going to send it over to him right away.</p>
<p>Thank you!</p>
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		<title>Comment on Game budgets, a powers of 10 overview by Beau</title>
		<link>http://blog.mostlytigerproof.com/2010/09/18/game-budgets-a-powers-of-10-overview/#comment-175</link>
		<dc:creator><![CDATA[Beau]]></dc:creator>
		<pubDate>Fri, 01 Apr 2011 18:37:56 +0000</pubDate>
		<guid isPermaLink="false">http://wildgeese.wordpress.com/?p=103#comment-175</guid>
		<description><![CDATA[Great article.  I wanted to mention that SW: The Old Republic is now above the $150 million mark, becoming what I believe to be the most expensive game ever.]]></description>
		<content:encoded><![CDATA[<p>Great article.  I wanted to mention that SW: The Old Republic is now above the $150 million mark, becoming what I believe to be the most expensive game ever.</p>
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		<title>Comment on The dangers of paper prototyping by Craig Timpany</title>
		<link>http://blog.mostlytigerproof.com/2010/10/03/the-dangers-of-paper-prototyping/#comment-145</link>
		<dc:creator><![CDATA[Craig Timpany]]></dc:creator>
		<pubDate>Wed, 10 Nov 2010 07:43:18 +0000</pubDate>
		<guid isPermaLink="false">https://wildgeese.wordpress.com/?p=256#comment-145</guid>
		<description><![CDATA[One more thing: their new project Cargo and its &quot;FUN&quot; theme, is the most unexpected thing that they could do. I&#039;m a little bit worried, but I trust them. :)]]></description>
		<content:encoded><![CDATA[<p>One more thing: their new project Cargo and its &#8220;FUN&#8221; theme, is the most unexpected thing that they could do. I&#8217;m a little bit worried, but I trust them. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on The dangers of paper prototyping by Craig Timpany</title>
		<link>http://blog.mostlytigerproof.com/2010/10/03/the-dangers-of-paper-prototyping/#comment-144</link>
		<dc:creator><![CDATA[Craig Timpany]]></dc:creator>
		<pubDate>Wed, 10 Nov 2010 07:33:16 +0000</pubDate>
		<guid isPermaLink="false">https://wildgeese.wordpress.com/?p=256#comment-144</guid>
		<description><![CDATA[Perhaps, but this wasn&#039;t a commentary on the game&#039;s symbolism or artistic intentions. Everybody has already given these things well-deserved praise. Nobody needs me to say the same things again.

As a game creator, I&#039;m at a very early stage. I want to learn more about making &#039;coin op amuse&#039;. After I&#039;ve achieved that, I can use it for more artistic purposes later. I learned a lot about fun from The Void, because any other developer would have ripped it apart to make it more fun, and the lesson would be gone before we could ever see it.

I never said that they should correct it. Like you said, the art is the most important thing in an Ice Pick game, even if it makes it less fun. I&#039;m glad they exist.]]></description>
		<content:encoded><![CDATA[<p>Perhaps, but this wasn&#8217;t a commentary on the game&#8217;s symbolism or artistic intentions. Everybody has already given these things well-deserved praise. Nobody needs me to say the same things again.</p>
<p>As a game creator, I&#8217;m at a very early stage. I want to learn more about making &#8216;coin op amuse&#8217;. After I&#8217;ve achieved that, I can use it for more artistic purposes later. I learned a lot about fun from The Void, because any other developer would have ripped it apart to make it more fun, and the lesson would be gone before we could ever see it.</p>
<p>I never said that they should correct it. Like you said, the art is the most important thing in an Ice Pick game, even if it makes it less fun. I&#8217;m glad they exist.</p>
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		<title>Comment on The dangers of paper prototyping by Andrés Serrón</title>
		<link>http://blog.mostlytigerproof.com/2010/10/03/the-dangers-of-paper-prototyping/#comment-143</link>
		<dc:creator><![CDATA[Andrés Serrón]]></dc:creator>
		<pubDate>Tue, 09 Nov 2010 19:07:11 +0000</pubDate>
		<guid isPermaLink="false">https://wildgeese.wordpress.com/?p=256#comment-143</guid>
		<description><![CDATA[I think you miss the whole thing about this game.

It&#039;s true that is a very tight game, arranged in set of turns where you decisions could make you fall in this set of turns or perhaps in the next one, rarely you could get throught 

Design, action game play, glyph interaction, sparks, tits, all is there just to distract you and amuse you, the game itself is a raw psychological experience with the only purpose of get through this as you always balance between a very polarized behavior of the characters.

I think the game offer a huge amount of mind and psy challange rather than coin up amuse. 

By the way the game manages to lead us to write a few words here and there, something should be there to make that investment.]]></description>
		<content:encoded><![CDATA[<p>I think you miss the whole thing about this game.</p>
<p>It&#8217;s true that is a very tight game, arranged in set of turns where you decisions could make you fall in this set of turns or perhaps in the next one, rarely you could get throught </p>
<p>Design, action game play, glyph interaction, sparks, tits, all is there just to distract you and amuse you, the game itself is a raw psychological experience with the only purpose of get through this as you always balance between a very polarized behavior of the characters.</p>
<p>I think the game offer a huge amount of mind and psy challange rather than coin up amuse. </p>
<p>By the way the game manages to lead us to write a few words here and there, something should be there to make that investment.</p>
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