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<rss version="2.0"><channel><description>Thoughts from a Montreal Game Designer fresh out of the wrapper. May contain nuts.</description><title>Immutably Me</title><generator>Tumblr (3.0; @immutablyme)</generator><link>http://immutablyme.tumblr.com/</link><item><title>Splinter Cell: Conviction Not So Convicted</title><description>&lt;a href="http://kotaku.com/5028679/splinter-cell-delayed"&gt;Splinter Cell: Conviction Not So Convicted&lt;/a&gt;: &lt;p&gt;Rumor has it that Michael Ironside will not reprise his role as Sam Fisher and is no longer attached to the &lt;a target="_self" title="Splinter Cell Conviction" href="http://splintercell.us.ubi.com/conviction/"&gt;project&lt;/a&gt; so I ran a check on &lt;a target="_self" title="Michael Ironside" href="http://us.imdb.com/name/nm0000461/"&gt;IMDB&lt;/a&gt; to see if any credits for Conviction were on his page and found nothing.&lt;/p&gt;
&lt;p&gt;The official forums had this to say:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;With regard to Micheal Ironside not being in the game: As things stand at this moment it is the first I’ve heard of it and there has certainly not been any official statement to suggest this is true. I will however look into it immediately to try and establish where they (Kokatu) got this information from and will post as soon as I have any more info.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I can promise Ubisoft one thing: If Ironside isn’t Sam Fisher I won’t buy the game. For the record, I’ve been a fan since day one and bought and played every game to date… not playing Conviction is something I never thought could happen.&lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/43434985</link><guid>http://immutablyme.tumblr.com/post/43434985</guid><pubDate>Thu, 24 Jul 2008 17:59:00 -0400</pubDate></item><item><title>This is possibly the worst choice of music and the most awkward...</title><description>&lt;embed src="http://videomedia.ign.com/ev/ev.swf" flashvars="object_ID=14253699&amp;downloadURL=http://xbox360movies.ign.com/xbox360/video/article/889/889315/lips_071408_flvlowwide.flv&amp;allownetworking="all%"" type="application/x-shockwave-flash" width="433" height="360"&gt;&lt;/embed&gt;&lt;br/&gt;&lt;br/&gt;This is possibly the worst choice of music and the most awkward performance used to promote a karaoke game I’ve ever seen. It’s the epitomy of weird.&lt;a href="http://xbox360.ign.com/dor/objects/14253699/lips/videos/lips_071408.html"&gt;&lt;/a&gt;</description><link>http://immutablyme.tumblr.com/post/43276880</link><guid>http://immutablyme.tumblr.com/post/43276880</guid><pubDate>Wed, 23 Jul 2008 11:11:23 -0400</pubDate></item><item><title>Emotional robot has empathy - Engadget</title><description>&lt;a href="http://www.engadget.com/2008/07/18/emotional-robot-has-empathy-understands-your-frustration/"&gt;Emotional robot has empathy - Engadget&lt;/a&gt;: A robot with a combination of empathy and lie detection would be something…</description><link>http://immutablyme.tumblr.com/post/42705840</link><guid>http://immutablyme.tumblr.com/post/42705840</guid><pubDate>Fri, 18 Jul 2008 08:52:38 -0400</pubDate></item><item><title>Maybe it’s just me but I think I’ll be replaying this game with...</title><description>&lt;object width="400" height="207"&gt;&lt;param name="movie" value="http://www.ibeatyou.com/flash/embed.swf?entryID=80216&amp;compID=8246&amp;root=www.ibeatyou.com/index.php" /&gt;&lt;param name="bgcolor" value="#333333" /&gt;&lt;embed src="http://www.ibeatyou.com/flash/embed.swf?entryID=80216&amp;compID=8246&amp;root=www.ibeatyou.com/index.php" width="400" height="207" bgcolor="#333333"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;Maybe it’s just me but I think I’ll be replaying this game with Jessica Alba any time she wants to play. Shame it can’t be in person.</description><link>http://immutablyme.tumblr.com/post/41220885</link><guid>http://immutablyme.tumblr.com/post/41220885</guid><pubDate>Sun, 06 Jul 2008 15:21:00 -0400</pubDate></item><item><title>FFFFOUND! + IIIINVITATION!</title><description>&lt;a href="http://ffffound.com/"&gt;FFFFOUND! + IIIINVITATION!&lt;/a&gt;: I’ve been checking this (invitation only) website out for a few months now. The basic principal of it is that as people surf the Net, they come across interesting photos and images. With a Ffffound account you can tag it and it becomes added to your account as interesting and displayed on the front page of the Ffffound site. It’s a very cool concept and if anyone out there has an invite to offer, I’d love to receive it.</description><link>http://immutablyme.tumblr.com/post/41201763</link><guid>http://immutablyme.tumblr.com/post/41201763</guid><pubDate>Sun, 06 Jul 2008 12:11:00 -0400</pubDate></item><item><title>Top Myths About Working in Gaming (according to Electronic Arts' head of European talent acquisition Matthew Jeffery)</title><description>&lt;a href="http://www.gamecareerguide.com/news/18563/opinion_making_the_game_industry_an_attractive_place_to_work.php"&gt;Top Myths About Working in Gaming (according to Electronic Arts' head of European talent acquisition Matthew Jeffery)&lt;/a&gt;: &lt;p&gt;I don’t feel that Jeffery actually debunks any myths but rather explains why they happen and what EA is doing to work around the many issues that persist, nevertheless it’s an interesting read.&lt;/p&gt;
&lt;p&gt;“Any industry which faces a project deadline will have challenges. Project deadlines face all companies in all industries ranging from financial services, retail, film production, consumer goods - the list goes on. The increase in working hours in project deadline industries is very commonplace. Although no one deliberately schedules for “crunch,” it unfortunately occurs. &lt;br/&gt;&lt;br/&gt; While studies indicate that people perform best when under pressure to deliver by a given date, the key is how to minimise longer working hours while still meeting deadlines.”&lt;/p&gt;
&lt;p&gt;While reading this article, keep in mind that I just returned to work after a seven week stretch of time off in an attempt to use up my nine weeks of over time accumulated in less than 2.5 years.&lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/40351778</link><guid>http://immutablyme.tumblr.com/post/40351778</guid><pubDate>Sun, 29 Jun 2008 21:33:00 -0400</pubDate><category>EA</category><category>Gaming</category><category>Game Industry Myths</category></item><item><title>Making WoW Players into Lab Rats</title><description>&lt;a href="http://www.sciencemag.org/cgi/content/full/320/5883/1592c"&gt;Making WoW Players into Lab Rats&lt;/a&gt;</description><link>http://immutablyme.tumblr.com/post/39966171</link><guid>http://immutablyme.tumblr.com/post/39966171</guid><pubDate>Thu, 26 Jun 2008 16:21:00 -0400</pubDate></item><item><title>The work that Michael Hollick put into portraying Niko Bellic in...</title><description>&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="400" height="326"&gt;	&lt;param name="allowScriptAccess" value="sameDomain" /&gt;&lt;param name="allowFullScreen" value="true" /&gt;&lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?umid=220382" /&gt;&lt;param name="quality" value="high" /&gt;&lt;embed src="http://www.gametrailers.com/remote_wrap.php?umid=220382" swliveconnect="true" name="gtembed" align="middle" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="400" height="326"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;The work that Michael Hollick put into portraying Niko Bellic in GTA IV is astounding. Listen to this radio interview to get a better idea of what it took to bring Niko to life.</description><link>http://immutablyme.tumblr.com/post/36094936</link><guid>http://immutablyme.tumblr.com/post/36094936</guid><pubDate>Mon, 26 May 2008 09:33:51 -0400</pubDate><category>Niko Bellic</category><category>Michael Hollick</category><category>GTA IV</category><category>game salaries</category><category>profit sharing</category><category>royalties</category></item><item><title>The Star of Grand Theft Auto IV Finds a Somewhat Small Paycheck - New York Times</title><description>&lt;a href="http://www.nytimes.com/2008/05/21/arts/television/21gta.html?_r=1&amp;oref=slogin"&gt;The Star of Grand Theft Auto IV Finds a Somewhat Small Paycheck - New York Times&lt;/a&gt;: &lt;p&gt;Shouldn’t we all be getting a piece of the pie? This article is an interesting spotlight on the lack of proper profit sharing within the video game industry. &lt;/p&gt;
&lt;p&gt;With long hours, hard work and often disproportionate pay, perhaps it’s time we take a better look at the issue at hand.&lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/35911918</link><guid>http://immutablyme.tumblr.com/post/35911918</guid><pubDate>Sat, 24 May 2008 12:22:48 -0400</pubDate><category>Niko Bellic</category><category>Michael Hollick</category><category>GTA IV</category><category>game salaries</category><category>profit sharing</category><category>royalties</category></item><item><title>Harrison Ford on Stunts</title><description>“… an ambition of mine … is to keep human scale and reality in the stunt sequences… to stage them and choreograph them, keeping in mind the normal physics that we all live with. I’m less a fan of the kind of matrix-style, fantastic sort of action—which can be really interesting—but, in a way, it draws attention to itself, and you begin to be watching the kinetics rather than watching the character… and my ambition is to have the audience understand the fear, the triumph, the pain, the fatigue… that the character suffers or endures in these fantastic physical sequences.” —Via &lt;a href="http://blogs.guardian.co.uk/digitalcontent/2008/05/spielberg_pops_up_on_seesmic.html"&gt;The Guardian&lt;/a&gt;</description><link>http://immutablyme.tumblr.com/post/35468570</link><guid>http://immutablyme.tumblr.com/post/35468570</guid><pubDate>Tue, 20 May 2008 15:46:00 -0400</pubDate></item><item><title>Playboy Model Reveals Her Love of Games</title><description>&lt;a href="http://kotaku.com/390324/interview-playboy-cyber-girl-of-the-year-is-a-true-player"&gt;Playboy Model Reveals Her Love of Games&lt;/a&gt;: This is a really thoughtful interview with Playboy model, Jo Garcia, about her love of games and her perception of the female demographic.</description><link>http://immutablyme.tumblr.com/post/34894897</link><guid>http://immutablyme.tumblr.com/post/34894897</guid><pubDate>Thu, 15 May 2008 08:32:33 -0400</pubDate></item><item><title>About console exclusivity</title><description>&lt;p&gt;I’m disappointed to see &lt;a href="http://xbox360.ign.com/dor/objects/14232680/gears-of-war-2/videos/gears2_reveal_050908.html" title="Gears of War 2"&gt;developers&lt;/a&gt; publicizing that their upcoming AAA titles are exclusive to one particular console over another as though it were a perk for gamers. &lt;/p&gt;
&lt;p&gt;Would PS3 owners really care if God of War III were available on the 360? Would the Xbox 360 crowd care if Gears of War 2 could also be played on PS3? Certainly, it would be odd to see a Sony title, such as GoW, available to Xbox players but, frankly, Sony would make more money by selling their game to other console owners.   &lt;/p&gt;
&lt;p&gt;I suppose it’s obvious enough that this is simply a matter of publishers baiting hooks with AAA titles to lure gamers over to one console over another but I’m not convinced it’s smart marketing at all.&lt;/p&gt;
&lt;p&gt;Grand Theft Auto used to be Playstation console exclusive but have now opened it up to include Xbox 360. Bad decision? &lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/34544241</link><guid>http://immutablyme.tumblr.com/post/34544241</guid><pubDate>Mon, 12 May 2008 10:36:00 -0400</pubDate></item><item><title>A bit of irony via Mirror’s Edge ‘Debut...</title><description>&lt;object width="400" height="336"&gt;&lt;param name="movie" value="http://www.youtube.com/v/WzqLOA9wTzQ&amp;ap=%2526fmt%3D18"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/WzqLOA9wTzQ&amp;ap=%2526fmt%3D18" type="application/x-shockwave-flash" width="400" height="336" wmode="transparent"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;A bit of irony via Mirror’s Edge ‘Debut Trailer’ HD&lt;/p&gt;
&lt;p&gt;Hint: The irony has to do with the title and the conspicous absence of something within the trailer. &lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/34281255</link><guid>http://immutablyme.tumblr.com/post/34281255</guid><pubDate>Fri, 09 May 2008 19:27:32 -0400</pubDate></item><item><title>5 [Misguided] Tips for Making Games That Don't Suck</title><description>&lt;p&gt;Wired online features &lt;a href="http://www.wired.com/gaming/gamingreviews/magazine/16-04/pl_games" title="5 Tips for Making Games That Don't Suck"&gt;Ted Castronova’s 5 tips for making games that don’t suck&lt;/a&gt;. Unfortunately, it seems Ted still has a lot to learn.  &lt;/p&gt;
&lt;p&gt;&lt;br/&gt;&lt;b&gt;Don’t Be Overly Ambitious&lt;/b&gt; “We thought it wouldn’t be too hard to design a realistic War of the Roses-era economy, complete with swords, armaments, horses, food, and clothing. You want to create a suit of armor? First you have to smelt brass to make the bolts and gather fibers to make string … We soon learned why most designers don’t do that level of realism.”&lt;br/&gt;&lt;br/&gt;[Immutably Me: You can be ambitious within the limitations of your situation (budget, team size, experience, etc.)]&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Go Low Tech&lt;/b&gt; “If you can’t find a professional game studio to partner with, start small. There are lots of simple development platforms to experiment with. Look at Tribal Wars — it’s an HTML-driven online game with hundreds of thousands of users. It can be played in a browser window.”&lt;br/&gt;&lt;br/&gt;[Immutably Me: Web Games are not inherently low-tech, neither is Nintendo DS. Low-tech would perhaps be a card game.]&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Think About Your Audience &lt;/b&gt;“We put Arden in front of Shakespeare experts and they loved it. We put it in front of play testers and they yawned. We’d get feedback like, ‘I talked to that Falstaff guy for a while and got a quest to go repair something. I logged out and never came back.’ Too much reading, not enough fighting. Arden II will be more of a hack-and-slash Dungeons and Dragons type of game.”&lt;/p&gt;
&lt;p&gt;[Immutably Me: It’s foolish to assume that because players didn’t wish to engage in boring quests  that they will be happier with killing instead. Look at the Myst series, The Longest Journey, etc. Players love exploration and discovery. It just takes skill to pull it off.]&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Get a Full-Time Staff&lt;/b&gt; “I love my students, but they just don’t have the schedule to do this. I have a very able lead designer and an excellent lead artist, but they had to pause for midterms. You need a core group of 60-hour-a-week people.” &lt;/p&gt;
&lt;p&gt;[Immutably Me: Wrong. Wrong. Wrong. Great game experiences can be created with two people or 200. How much over time you force them into does not make a better game. Look to &lt;a href="http://www.kokoromi.org/fez" title="Fez"&gt;Fez&lt;/a&gt; as an example.]&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;&lt;b&gt;Concede Screwups&lt;/b&gt; “You face a moment where you can admit something isn’t working or you can lie about it. It’s like in Shakespeare’s plays: The tragic heroes keep making new mistakes that compound their original mistakes. The comic heroes muddle around and find themselves in ridiculous circumstances, but in the end they accept their own humanity, and the audience respects them for it.” &lt;/p&gt;
&lt;p&gt;[Immutably Me: Post-mortem evaluations of a game can  certainly be helpful to avoiding future errors but in my experience many people don’t learn and repeat the same mistakes again and again. I would say avoid foolish errors by surrounding yourelf with appropriate professionals and learn to trust them to do their job well.]&lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/31350337</link><guid>http://immutablyme.tumblr.com/post/31350337</guid><pubDate>Thu, 10 Apr 2008 09:02:00 -0400</pubDate></item><item><title>Iron Man Xbox 360 Trailer - The Uncanny Valley Strikes Again </title><description>&lt;embed src="http://videomedia.ign.com/ev/ev.swf" flashvars="object_ID=864869&amp;downloadURL=http://xbox360movies.ign.com/xbox360/video/article/865/865252/IM_Story_040808_flvlowwide.flv&amp;allownetworking=" all="" type="application/x-shockwave-flash" width="433" height="360"&gt;&lt;/embed&gt;&lt;br/&gt;&lt;br/&gt;&lt;a href="http://xbox360.ign.com/dor/objects/864869/iron-man/videos/IM_Story_040808.html"&gt;Iron Man Xbox 360 Trailer - The Uncanny Valley Strikes Again &lt;/a&gt;</description><link>http://immutablyme.tumblr.com/post/31183204</link><guid>http://immutablyme.tumblr.com/post/31183204</guid><pubDate>Tue, 08 Apr 2008 18:24:07 -0400</pubDate></item><item><title>The Tickle Theory</title><description>&lt;p&gt;I think game design should be like tickling. &lt;/p&gt;
&lt;p&gt;I love tickling. I love it because it brings back a memory from my childhood when my uncle would tickle me. &lt;br/&gt;&lt;/p&gt;
&lt;p&gt;My uncle was both personally and professionally dramatic in all that he did. Tickling was certainly no exception. When he would get it in his mind to tickle-torture me [I’ll get to the torture in a moment] he’d start with an expression—-nothing too extreme or over the top but there was no mistaking that his attention was on me. He could go from watching TV or chatting with someone to watching me from the corner of his eye with such intensity and focus. Then he’d arch a brow and slowly turn to face me, like a vampire hungry for blood. By this point I could already feel all my muscles turning to jelly. Escape was made impossible by the simplicity of anticipating what he was going to do to me. &lt;/p&gt;
&lt;p&gt;As if that wasn’t enough, he’d slowly raise one hand in my direction, which would be tensed into a claw, and say in a cold and evil voice, &lt;i&gt;“I’m going to tickle you and there’s &lt;b&gt;nothing &lt;/b&gt;you can do to stop me…” &lt;/i&gt;The corners of his mouth would be upturned into a sinister grin; eyebrows knitted together. &lt;/p&gt;
&lt;p&gt;By this point, I would be squirming, fruitlessly trying to regain control of my body, with a contradiction of laughter and dread keeping me immobilized and that was when he would slowly rise, claw still outstretched and…&lt;/p&gt;
&lt;p&gt;slowly… &lt;/p&gt;
&lt;p&gt;and deliberately… &lt;/p&gt;
&lt;p&gt;…stalk towards me. &lt;/p&gt;
&lt;p&gt;This usually served as motivation for me to try an escape that ended up looking like a scene out of a survival horror movie where the heroine is crawling and wimpering towards an desired egress that she never quite makes. &lt;i&gt;That &lt;/i&gt;is precisely when he would lunge, like a lion on its helpless prey, and tickle me until I thought I would pee myself, all the while he’d be laughing like a madman.&lt;/p&gt;
&lt;p&gt;As I remember this, I realize that game design is like this. I want players to anticipate the game the way I anticipated being tickled to death. I want them to be pleased knowing what is about to happen and curious about what they don’t know will happen, so that in the end the build-up and the pay-off merge into an experience that players will remember for years to come. &lt;/p&gt;
&lt;p&gt;J.J. Abrams has a different spin on this and explains it much better than I have. Check the presentation he made at TED below. &lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/30978040</link><guid>http://immutablyme.tumblr.com/post/30978040</guid><pubDate>Sun, 06 Apr 2008 18:00:34 -0400</pubDate></item><item><title>J.J. Abrams: The Mystery Box</title><description>&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" width="400" height="263" id="VE_Player" align="middle"&gt;&lt;param name="movie" value="http://static.videoegg.com/ted/flash/loader.swf" /&gt;&lt;param name="FlashVars" value="bgColor=FFFFFF&amp;file=http://static.videoegg.com/ted/movies/JJABRAMS-2007_high.flv&amp;autoPlay=false&amp;fullscreenURL=http://static.videoegg.com/ted/flash/fullscreen.html&amp;forcePlay=false&amp;logo=&amp;allowFullscreen=true" /&gt;&lt;param name="quality" value="high" /&gt;&lt;param name="allowScriptAccess" value="always" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;param name="scale" value="noscale" /&gt;&lt;param name="wmode" value="window" /&gt;&lt;embed src="http://static.videoegg.com/ted/flash/loader.swf" flashvars="bgColor=FFFFFF&amp;file=http://static.videoegg.com/ted/movies/JJABRAMS-2007_high.flv&amp;autoPlay=false&amp;fullscreenURL=http://static.videoegg.com/ted/flash/fullscreen.html&amp;forcePlay=false&amp;logo=&amp;allowFullscreen=true" quality="high" allowscriptaccess="always" bgcolor="#FFFFFF" scale="noscale" wmode="window" width="400" height="263" name="VE_Player" align="middle" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;J.J. Abrams: The Mystery Box</description><link>http://immutablyme.tumblr.com/post/30975892</link><guid>http://immutablyme.tumblr.com/post/30975892</guid><pubDate>Sun, 06 Apr 2008 17:26:25 -0400</pubDate></item><item><title>Flowcharting</title><description>&lt;p&gt;I spent the better part of last week agonizing over flowcharts to describe aspects of my designs. I say &lt;i&gt;“agonizing”&lt;/i&gt; because the single most difficult challenge of communicating a design with a flowchart is understanding how the intended recipient of said chart will react to it. &lt;/p&gt;
&lt;p&gt;In my case, it is (ideally) for programmers and artists, which means it needs to speak plainly, be reasonably easy to follow, and communicate equally to a left-brainer &lt;i&gt;and &lt;/i&gt;a right-brainer.  Frankly, I’m not even sure this is possible without tearing a hole in the space/time continuum but I digress. &lt;/p&gt;
&lt;p&gt;In a previous effort, I submitted a flowchart for a different kind of gameplay and received a stiff response from a programmer saying, ‘drop all the colours and dotted lines, keep the chart simple and don’t embellish’. &lt;/p&gt;
&lt;p&gt;Thoroughly chagrined, I edited the chart and removed all of the artsy colours and variations that I’d thought would so cleverly differentiate the various states, phases and actions to one box type, connected by one line type and no colours. &lt;/p&gt;
&lt;p&gt;‘Better…much better.’&lt;/p&gt;
&lt;p&gt;Then an artist approached me and exclaimed, ‘I can’t tell the difference between a camera shot, phase change and a state; why not have colour variations and different shapes to set them apart?’&lt;/p&gt;
&lt;p&gt;I showed her the original chart and with a smile, she said, ‘Yeah! Just like that!’&lt;/p&gt;
&lt;p&gt;Just like that…&lt;/p&gt;
&lt;p&gt;So, when I received my design review back with a tiny notation that asked for me to &lt;i&gt;“make a chart”&lt;/i&gt; I knew I’d need to have more specifics. So my question was to the point: &lt;i&gt;“who is this chart for?”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The answer was, of course, programmers and artists. &lt;/p&gt;
&lt;p&gt;Right. Good.&lt;/p&gt;
&lt;p&gt;This time I was going to handle things differently. Details were clearly going to be needed here and I’d avoid unnecessary colours if possible. So I got to work… for hours… then days… then days and nights and toiled. Several times I got so muddled in the &lt;i&gt;‘if this occurs then move to that state’ &lt;/i&gt;type thinking that I started seeing flowcharts in my mind of what would happen if I had another glass of water without going to empty my bladder. &lt;/p&gt;
&lt;p&gt;When the going &lt;i&gt;really&lt;/i&gt; got tough I called on a designer buddy and a programmer friend to oversee what I was up to so that they could give me the sharp kick in the nuts that I would need whenever I was on the wrong track. And they so graciously did kick me in the nuts repeatedly to help me get the work done. &lt;/p&gt;
&lt;p&gt;Thanks guys. &lt;/p&gt;
&lt;p&gt;In the end, I was very pleased with the work that I’d done and felt like the overtime poured into my flowcharts was well worth the learning experience. &lt;/p&gt;
&lt;p&gt;Until Friday at 5 o’clock when my work was reviewed and I was informed that they were entirely too detailed and that I’d need to re-do them all in a much simpler way.&lt;/p&gt;
&lt;p&gt;Now I know there’s a lesson in all this. Oh yes, there’s a lesson. Somewhere…and perhaps I’ll flowchart it when I figure it out.   &lt;/p&gt;</description><link>http://immutablyme.tumblr.com/post/30971617</link><guid>http://immutablyme.tumblr.com/post/30971617</guid><pubDate>Sun, 06 Apr 2008 16:07:00 -0400</pubDate></item><item><title>"There’s a lot more to America’s culture of violence than Resident Evil 4."</title><description>“There’s a lot more to America’s culture of violence than Resident Evil 4.”&lt;br/&gt;&lt;br/&gt; - &lt;em&gt;&lt;a href="http://www.ew.com/ew/article/0,,20188502,00.html"&gt;Stephen King on videogames&lt;/a&gt;&lt;/em&gt;</description><link>http://immutablyme.tumblr.com/post/30969503</link><guid>http://immutablyme.tumblr.com/post/30969503</guid><pubDate>Sun, 06 Apr 2008 15:35:47 -0400</pubDate></item><item><title>"Epic Games has announced a new mod competition around its Unreal Tournament 3, called the “$1..."</title><description>“Epic Games has announced a new mod competition around its Unreal Tournament 3, called the “$1 Million Make Something Unreal Contest,” sponsored by Intel and featuring an Unreal Engine 3 license as a grand prize …… Epic last held this competition in 2005 with support from Nvidia, with Tripwire’s WWII vehicle simulation Red Orchestra taking home the grand prize for Best Mod. Red Orchestra later became available for purchase on Valve’s Steam service.”&lt;br/&gt;&lt;br/&gt; - &lt;em&gt;&lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=18120"&gt;Epic Announces New ‘Make Something Unreal’ Mod Contest&lt;/a&gt;&lt;/em&gt;</description><link>http://immutablyme.tumblr.com/post/30692174</link><guid>http://immutablyme.tumblr.com/post/30692174</guid><pubDate>Thu, 03 Apr 2008 13:05:22 -0400</pubDate></item></channel></rss>
