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	<title>Obscure &#187; Game Design</title>
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	<link>http://www.obscure.co.uk</link>
	<description>Biz Dev support for Creative Developers</description>
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		<title>I have a game design&#8230;</title>
		<link>http://www.obscure.co.uk/blog/2009/07/04/i-have-a-game-design/</link>
		<comments>http://www.obscure.co.uk/blog/2009/07/04/i-have-a-game-design/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 19:43:05 +0000</pubDate>
		<dc:creator>Dan Marchant (Obscure)</dc:creator>
				<category><![CDATA[Breaking In]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.obscure.co.uk/?p=329</guid>
		<description><![CDATA[It is fairly common for developers and publishers to receive emails from individuals outside the industry asking how they should go about submitting game designs. The short answer to that question is that you just email us a copy or stick it in the post.
Unfortunately the answer is not only simple it is also worthless, [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>The level designers were right&#8230;</title>
		<link>http://www.obscure.co.uk/blog/2008/04/04/the-level-designers-were-right/</link>
		<comments>http://www.obscure.co.uk/blog/2008/04/04/the-level-designers-were-right/#comments</comments>
		<pubDate>Fri, 04 Apr 2008 16:40:12 +0000</pubDate>
		<dc:creator>Dan Marchant (Obscure)</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[military]]></category>
		<category><![CDATA[reviews]]></category>

		<guid isPermaLink="false">http://www.obscure.co.uk/blog/2008/04/04/the-level-designers-were-right/</guid>
		<description><![CDATA[Game reviewers are always complaining about unrealistic level design in First Person Shooter games set in military bases. How can it be, they ask, that these military installations are littered with crates, barrels and gas tanks that a games hero can climb on, throw, stack up or blow up. Do these level designers think we [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Opinion: F.E.A.R.</title>
		<link>http://www.obscure.co.uk/blog/2007/08/23/opinion-fear/</link>
		<comments>http://www.obscure.co.uk/blog/2007/08/23/opinion-fear/#comments</comments>
		<pubDate>Thu, 23 Aug 2007 09:47:59 +0000</pubDate>
		<dc:creator>Dan Marchant (Obscure)</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Opinion]]></category>

		<guid isPermaLink="false">http://www.obscure.co.uk/blog/2007/08/23/opinion-fear/</guid>
		<description><![CDATA[Craig Hubbard sold his soul to Satan for the chance to make the perfect Sci-Fi FPS (First Person Shooter). The result was F.E.A.R &#8211; First Encounter Assault Recon. Of course the Devil never plays fair (and he has always wanted to be a computer game designer), so while the team at Monolith worked to create [...]]]></description>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Design Objectives</title>
		<link>http://www.obscure.co.uk/blog/2007/04/24/design-objectives/</link>
		<comments>http://www.obscure.co.uk/blog/2007/04/24/design-objectives/#comments</comments>
		<pubDate>Tue, 24 Apr 2007 06:23:53 +0000</pubDate>
		<dc:creator>Dan Marchant (Obscure)</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.obscure.co.uk/blog/2007/04/24/design-objectives/</guid>
		<description><![CDATA[In a recent blog post (Pag on Games Â» Designerâ€™s Intent) Pierre-Alexandre Garneau talks about something he calls Design Intent, which I have always referred to as design objectives. In essence the designer sets objectives for the project and for each section/module of the project that the team can clearly understand.
When setting objectives I find [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Do you speak sixaxis?</title>
		<link>http://www.obscure.co.uk/blog/2007/02/08/do-you-speak-sixaxis/</link>
		<comments>http://www.obscure.co.uk/blog/2007/02/08/do-you-speak-sixaxis/#comments</comments>
		<pubDate>Thu, 08 Feb 2007 04:26:34 +0000</pubDate>
		<dc:creator>Dan Marchant (Obscure)</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Trade shows & events]]></category>

		<guid isPermaLink="false">http://www.obscure.co.uk/blog/2007/02/08/do-you-speak-sixaxis/</guid>
		<description><![CDATA[London&#8217;s Science  Museum is currently (21 October 2006 &#8211; 25 February 2007) hosting the Game On exhibition which explores the history, technology and culture of computer games all the way from the PDP-1 of the 1960s to the latest consoles. The exhibition covers a wide range of video game related topics including Early Arcade [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
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		<title>Sacred</title>
		<link>http://www.obscure.co.uk/blog/2005/07/27/sacred/</link>
		<comments>http://www.obscure.co.uk/blog/2005/07/27/sacred/#comments</comments>
		<pubDate>Wed, 27 Jul 2005 16:58:00 +0000</pubDate>
		<dc:creator>Dan Marchant (Obscure)</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.obscure.co.uk/blog/2007/01/22/sacred/</guid>
		<description><![CDATA[I really wanted to enjoy Sacred (http://www.sacred-game.com/) the RPG from Ascaron &#8211; all those big swords, chain-mail bikinis and Orcs smelling of sweat. Sadly after many hours of play I realised that the game design wasn&#8217;t going to let me. Specifically the Artificial Intelligence (A.I.) which rendered the game&#8217;s non-player characters (NPCs) more artificial than [...]]]></description>
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		<slash:comments>2</slash:comments>
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