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	<title>Balthazar Auger</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: Best practices</title>
		<link>http://www.bauger.net/2012/05/motion-game-design-best-practices/</link>
		<comments>http://www.bauger.net/2012/05/motion-game-design-best-practices/#comments</comments>
		<pubDate>Fri, 04 May 2012 05:49:09 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Motion Design]]></category>
		<category><![CDATA[Johann Sebastian Joust]]></category>
		<category><![CDATA[Motion games]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=501</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’ve divided it into three parts: Player limits and systemic constraints, Cheap tricks and easy ways [...]]]></description>
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		<title>Motion Game Design: Cheap tricks and easy ways out</title>
		<link>http://www.bauger.net/2012/04/motion-game-design-cheap-tricks-and-easy-ways-out/</link>
		<comments>http://www.bauger.net/2012/04/motion-game-design-cheap-tricks-and-easy-ways-out/#comments</comments>
		<pubDate>Thu, 19 Apr 2012 19:16:30 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Motion 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=499</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’ve divided it into three parts: Player limits and systemic constraints, Cheap tricks and easy ways [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<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[Motion 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>Raving Rabbids: Travel in Time&#8230; credits!</title>
		<link>http://www.bauger.net/2010/12/raving-rabbids-travel-in-time-credits/</link>
		<comments>http://www.bauger.net/2010/12/raving-rabbids-travel-in-time-credits/#comments</comments>
		<pubDate>Fri, 24 Dec 2010 19:22:28 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[credits]]></category>
		<category><![CDATA[Raving Rabbids]]></category>
		<category><![CDATA[Travel in Time]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=378</guid>
		<description><![CDATA[Unlike movies, game credits are often hard to find, or overlooked. Since most players don&#8217;t finish their games, developers try to place them in menus or make them interactive to have the players at least glance at them for a second. In Raving Rabbids: Travel in Time, they&#8217;re hidden in a subscreen of one of [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The game designer’s tango…</title>
		<link>http://www.bauger.net/2010/09/the-game-designers-tango/</link>
		<comments>http://www.bauger.net/2010/09/the-game-designers-tango/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 09:18:29 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[Bio]]></category>
		<category><![CDATA[English]]></category>
		<category><![CDATA[Argentina]]></category>
		<category><![CDATA[Independence]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=380</guid>
		<description><![CDATA[Some weeks ago was my last day as an employee of Ubisoft&#8217;s Paris Studio. Having stayed there for two years and four months, having shipped a game and completed another production, I&#8217;ve moved back to sweet Buenos Aires town, where I&#8217;ll be staying from now on. I have much to say about that period, and [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Bringing down Babel: why Games could use another Cold War</title>
		<link>http://www.bauger.net/2010/03/bringing-down-babel-why-games-could-use-another-cold-war/</link>
		<comments>http://www.bauger.net/2010/03/bringing-down-babel-why-games-could-use-another-cold-war/#comments</comments>
		<pubDate>Wed, 24 Mar 2010 00:15:58 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[awards]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[igf]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=367</guid>
		<description><![CDATA[This might probably be considered as a flame. On Awards I will assume that you have either attended the conference, or at least kept up with what goes on there, and have attended or at least watched some of the Awards ceremony on video. Awards ceremonies are always a very exciting glimpse of how the [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thursday Schmursday</title>
		<link>http://www.bauger.net/2010/03/thursday-schmursday/</link>
		<comments>http://www.bauger.net/2010/03/thursday-schmursday/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 17:57:47 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[awards]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[igf]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=362</guid>
		<description><![CDATA[Today was the big lauch of the actual conference, and with it the opening of the GDC expo floor and the arrival of the big-name studios and high profile, high money guys. Actually, I kinda miss the Summits. Conferences have gotten longer, more polished and with almost no time for Q&#38;A in several of them&#8230; [...]]]></description>
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		<slash:comments>2</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>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Ruby Tuesday</title>
		<link>http://www.bauger.net/2010/03/ruby-tuesday/</link>
		<comments>http://www.bauger.net/2010/03/ruby-tuesday/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 08:27:59 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Indie]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=351</guid>
		<description><![CDATA[Hello, and welcome to the first day of GDC feedback extravaganza! The morning was kicked off very indie-ly as I attended the opening of the IGS where Ron Carmel explained a little further what the Indie Fund was about and how it came to be. The talk in itself was interesting, although it remains to [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>GDC 2010</title>
		<link>http://www.bauger.net/2010/03/gdc-2010/</link>
		<comments>http://www.bauger.net/2010/03/gdc-2010/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 03:44:51 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[GDC2010]]></category>
		<category><![CDATA[San Francisco]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2010/03/gdc-2010/</guid>
		<description><![CDATA[I am currently in San Francisco, resting my weary feet in my hostel dorm. I collected my pass for the 2010 GDC today and then dedicated the day to some serious sightseeing. Weather was erratic, but very nice overall, and provided some very nice photo opportunities. I am becoming mildly obsessed with the bay bridge. [...]]]></description>
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		<slash:comments>0</slash:comments>
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