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	<title>Balthazar Auger &#187; Game Design</title>
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	<link>http://www.bauger.net</link>
	<description>Work on Play, Play at Work</description>
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		<title>Motion Game Design: Player limits and systemic constraints</title>
		<link>http://www.bauger.net/2011/04/motion-game-design/</link>
		<comments>http://www.bauger.net/2011/04/motion-game-design/#comments</comments>
		<pubDate>Thu, 07 Apr 2011 23:47:22 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[essay]]></category>
		<category><![CDATA[EVA10]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[Motion games]]></category>
		<category><![CDATA[Move]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=438</guid>
		<description><![CDATA[The following is a refactored translation of the talk I gave at the EVA10 Expo in Buenos Aires, on 11/12/10. It does not mirror exactly what I said during the talk, but it should give you a general idea. I&#8217;ve divided it into three parts: Player limits and systemic constraints (this post), Cheap tricks and [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Wednesday: Indie Evolution</title>
		<link>http://www.bauger.net/2010/03/wednesday-indie-evolution/</link>
		<comments>http://www.bauger.net/2010/03/wednesday-indie-evolution/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 03:54:53 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[GDC2010]]></category>
		<category><![CDATA[Indie]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=356</guid>
		<description><![CDATA[Yesterday I jokingly said that the most interesting Indie talk came from the Serious Game summit. Today, that was actually revealed to be true. With the indie games movement gaining traction and its luminaries evolving in different directions, the base IGS experience seems to have shifted fundamentally. Matt Wegner had remarked at the first talk [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2010/03/wednesday-indie-evolution/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Game design and the Printable CEO</title>
		<link>http://www.bauger.net/2009/06/game-design-and-the-printable-ceo/</link>
		<comments>http://www.bauger.net/2009/06/game-design-and-the-printable-ceo/#comments</comments>
		<pubDate>Mon, 29 Jun 2009 23:49:40 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=308</guid>
		<description><![CDATA[Snooping around the web for some home-dev organisation technique, I&#8217;ve stumbled upon David Seah&#8217;s Printable CEO Series. At first glance it looks like just another GTD-oriented series of charts, but closer inspection reveals that the series draws inspirations from techniques used in video games. Moreover, the author frequently refers to some game theory or methods [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2009/06/game-design-and-the-printable-ceo/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Thumb Stadium: Eight Games Using Just Three LEDs</title>
		<link>http://www.bauger.net/2009/06/thumb-stadium-eight-games-using-just-three-leds/</link>
		<comments>http://www.bauger.net/2009/06/thumb-stadium-eight-games-using-just-three-leds/#comments</comments>
		<pubDate>Sun, 21 Jun 2009 16:28:10 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[circuit board]]></category>
		<category><![CDATA[led]]></category>
		<category><![CDATA[minimalism]]></category>
		<category><![CDATA[thumbstadium]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=302</guid>
		<description><![CDATA[I&#8217;ve recently spotted on GameSetWatch a note about ThumbStadium, a ultra-minimalist gaming console. With an interface composed only of three leds (green, green/red and red) and two buttons, we&#8217;re far from the &#8220;now-gen&#8221;, and yet this proves once again that you don&#8217;t really need so many bells and whistles to create a fun experience. This [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Burning the candle on n ends (with n &gt; 1)</title>
		<link>http://www.bauger.net/2009/06/burning-the-candle-on-n-ends-with-n-1/</link>
		<comments>http://www.bauger.net/2009/06/burning-the-candle-on-n-ends-with-n-1/#comments</comments>
		<pubDate>Wed, 17 Jun 2009 22:44:57 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[Bio]]></category>
		<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[game dev]]></category>
		<category><![CDATA[indie dev]]></category>
		<category><![CDATA[work philosophy]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=292</guid>
		<description><![CDATA[Picture this: after having graduated from a fairly prestigious public game school with a heavily academic and independent-development-oriented curriculum, you immediately land a job at a big-name publisheloper (publisher + developer) as a designer on a top seller, yearly released license. As usual with that kind of gig, the pay is nice, you have lots [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>&#8220;Borrowing&#8221; vocabulary: Diegesis</title>
		<link>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/</link>
		<comments>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 00:23:43 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Casablanca]]></category>
		<category><![CDATA[diegesis]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mario 64]]></category>
		<category><![CDATA[mimesis]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[vocabulary]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=248</guid>
		<description><![CDATA[While working on games, I&#8217;ve come to notice how often the games industry borrows vocabulary to other media; mainly from movies and literature due to their shared strong narrative component. I was thinking about game interfaces and HUDs and I remembered a word I had heard associated to film music. The example was a scene [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Eric Viennot interviewe Stéphane Natkin</title>
		<link>http://www.bauger.net/2009/01/eric-viennot-interviewe-stephane-natkin/</link>
		<comments>http://www.bauger.net/2009/01/eric-viennot-interviewe-stephane-natkin/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 09:43:32 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[French]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[ENJMIN]]></category>
		<category><![CDATA[eric viennot]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[stéphane natkin]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=263</guid>
		<description><![CDATA[Je sors de mon long silence hivernal pour vous pointer rapidement vers la première partie d&#8217;une interview qui s&#8217;annonce excellente, &#8220;Enseigner les jeux vidéo&#8220;. Mr Viennot nous présente Mr Natkin: [Stéphane] est capable de vous parler des mécaniques de dramaturgie mises en œuvre dans certains jeux et, dans la minute qui suit, d’évoquer, avec la [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2009/01/eric-viennot-interviewe-stephane-natkin/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>1pxg: Black/white + extended input ~ Alphabetical</title>
		<link>http://www.bauger.net/2008/11/1pxg-blackwhite-extended-input-alphabetical/</link>
		<comments>http://www.bauger.net/2008/11/1pxg-blackwhite-extended-input-alphabetical/#comments</comments>
		<pubDate>Wed, 26 Nov 2008 17:28:32 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[1pxg]]></category>
		<category><![CDATA[English]]></category>
		<category><![CDATA[black and white]]></category>
		<category><![CDATA[input]]></category>
		<category><![CDATA[pixel game]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=227</guid>
		<description><![CDATA[One pixel games are a little pet experiment of mine in which I try to find &#8220;gameness&#8221; or ludicity in minimal systems, namely &#8220;pixels&#8221; &#8211; squares whose only function is to display color. You can check out other instances of these pixels here. I was in the process of seeing through the release of the [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/11/1pxg-blackwhite-extended-input-alphabetical/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gamels: Why bother anyways?</title>
		<link>http://www.bauger.net/2008/10/gamels-why-bother-anyways/</link>
		<comments>http://www.bauger.net/2008/10/gamels-why-bother-anyways/#comments</comments>
		<pubDate>Mon, 20 Oct 2008 16:09:24 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[game analysis]]></category>
		<category><![CDATA[game criticism]]></category>
		<category><![CDATA[gamels]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=223</guid>
		<description><![CDATA[Author&#8217;s note: I&#8217;m attempting to develop a method for game analysis around irreducible game elements (gamels). This and all the other articles are a sort of log of my thought process, and are not definitive truths. Please feel free to react or comment in any way. Q: It might seem irrelevant or useless to build [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/10/gamels-why-bother-anyways/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gamel categories</title>
		<link>http://www.bauger.net/2008/10/gamel-categories/</link>
		<comments>http://www.bauger.net/2008/10/gamel-categories/#comments</comments>
		<pubDate>Thu, 16 Oct 2008 14:34:55 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game theory]]></category>
		<category><![CDATA[gamels]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=93</guid>
		<description><![CDATA[Author&#8217;s note: I&#8217;m attempting to develop a method for game analysis around irreducible game elements (gamels). This and all the other articles are a sort of log of my thought process, and are not definitive truths. Please feel free to react or comment in any way. I had previously stated that a game element could [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/10/gamel-categories/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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