<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	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/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Balthazar Auger &#187; game design</title>
	<atom:link href="http://www.bauger.net/tag/game-design/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.bauger.net</link>
	<description>Work on Play, Play at Work</description>
	<lastBuildDate>Sun, 05 Feb 2012 05:52:06 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<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[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>
		<wfw:commentRss>http://www.bauger.net/2011/04/motion-game-design/feed/</wfw:commentRss>
		<slash:comments>0</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>
		<wfw:commentRss>http://www.bauger.net/2010/03/ruby-tuesday/feed/</wfw:commentRss>
		<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>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>
		</item>
		<item>
		<title>Abstract gamels, AKA &#8220;rules&#8221;</title>
		<link>http://www.bauger.net/2008/08/abstract-gamels/</link>
		<comments>http://www.bauger.net/2008/08/abstract-gamels/#comments</comments>
		<pubDate>Sat, 16 Aug 2008 01:35:22 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game elements]]></category>
		<category><![CDATA[game rules]]></category>
		<category><![CDATA[gamels]]></category>
		<category><![CDATA[input]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=67</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&#8217;ve been thinking a lot about the nature of [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/08/abstract-gamels/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Potential Games</title>
		<link>http://www.bauger.net/2008/06/potentialgames/</link>
		<comments>http://www.bauger.net/2008/06/potentialgames/#comments</comments>
		<pubDate>Tue, 03 Jun 2008 21:27:33 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[experimental gameplay]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[oulipo]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2008/06/03/43/</guid>
		<description><![CDATA[What is a game? What is a game made of?Is it built from the bottom-up? Top-down? Can it be without characters, levels, points? Does it need a story? Can it be boring, or make us cry? Does it need to have X or W, Y or Z?There have been many different approaches to answering this [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/06/potentialgames/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Insult Swordfighting: Books that should be made into games</title>
		<link>http://www.bauger.net/2008/02/insult-swordfighting-books-that-should-be-made-into-games/</link>
		<comments>http://www.bauger.net/2008/02/insult-swordfighting-books-that-should-be-made-into-games/#comments</comments>
		<pubDate>Sun, 10 Feb 2008 23:19:59 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[literature]]></category>
		<category><![CDATA[Moby Dick]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2008/02/11/insult-swordfighting-books-that-should-be-made-into-games/</guid>
		<description><![CDATA[Insult Swordfighting: Books that should be made into games I stumbled upon this through Kotaku&#8216;s Maggie Greene. The author, Mitch Krpata kicks things off: So many games are based on movies and TV shows. Why not games based on books? There are centuries of fantastic literature to draw from, and in most cases the source [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/02/insult-swordfighting-books-that-should-be-made-into-games/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Episodic games vs episodic gameplay?</title>
		<link>http://www.bauger.net/2008/01/episodic-games-vs-episodic-gameplay/</link>
		<comments>http://www.bauger.net/2008/01/episodic-games-vs-episodic-gameplay/#comments</comments>
		<pubDate>Thu, 31 Jan 2008 00:04:48 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[episodic]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[sam & max]]></category>
		<category><![CDATA[shadow of the colossus]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2008/01/31/episodic-games-vs-episodic-gameplay/</guid>
		<description><![CDATA[I was at the movies the other day (Charlie Wilson&#8217;s war &#8211; excellent film!) with my fellow &#8220;game design student&#8221; friends, and we were so enthralled by the movie&#8217;s quality that we started thinking about ways to translate that kind of experience to games. We talked about a self contained narrative and systemic &#8220;unit&#8221;, lasting [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/01/episodic-games-vs-episodic-gameplay/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Production Hell, Prototyping Heaven?</title>
		<link>http://www.bauger.net/2007/11/production-hell-prototyping-heaven/</link>
		<comments>http://www.bauger.net/2007/11/production-hell-prototyping-heaven/#comments</comments>
		<pubDate>Sat, 24 Nov 2007 20:49:45 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[To blog a prototype]]></category>
		<category><![CDATA[academic]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[prototype]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2007/11/24/production-hell-prototyping-heaven/</guid>
		<description><![CDATA[Inexperienced people, absent hierarchy, doubtful team constitution, loose working hours, crummy machines, &#8220;almost-original&#8221; software running here and there, and of course, nobody gets paid&#8230; Many would say this is a recipe for disaster if you plan to make a game, or anything else for that matter. And yet I think you could not craft a [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2007/11/production-hell-prototyping-heaven/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SAGE Journals &#8211; Games and Culture papers, for free!</title>
		<link>http://www.bauger.net/2007/11/sage-journals-games-and-culture-papers-for-free/</link>
		<comments>http://www.bauger.net/2007/11/sage-journals-games-and-culture-papers-for-free/#comments</comments>
		<pubDate>Sat, 17 Nov 2007 16:10:14 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[papers]]></category>
		<category><![CDATA[SAGE]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2007/11/17/sage-journals-games-and-culture-papers-for-free/</guid>
		<description><![CDATA[Pippa told me that SAGE were offering all of their papers for free until November 30th. They cover a lot of subjects, but the journal that interested me the most is Games and Culture, a fairly new but already very complete publication. To download, you need to have an account (those are free too) and [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2007/11/sage-journals-games-and-culture-papers-for-free/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>
<!-- This Quick Cache file was built for (  www.bauger.net/tag/game-design/feed/ ) in 0.40374 seconds, on Feb 9th, 2012 at 8:52 am UTC. -->
<!-- This Quick Cache file will automatically expire ( and be re-built automatically ) on Feb 9th, 2012 at 9:52 am UTC -->
