<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	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/"
		>
<channel>
	<title>Comments on: Interview with Jesse Smith, Firaxis Games</title>
	<atom:link href="http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/</link>
	<description>I&#039;m baking games. Indie style.</description>
	<lastBuildDate>Sun, 12 Feb 2012 18:37:02 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: RinkuHero</title>
		<link>http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/comment-page-1/#comment-9825</link>
		<dc:creator>RinkuHero</dc:creator>
		<pubDate>Sat, 26 Aug 2006 02:17:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/#comment-9825</guid>
		<description>I definately agree with the Triple Time principle: I had started an adventure game engine based on Princess Tomato and the Salad Kingdom (an old NES game) which I thought would take one day to code, turned out it took three days.

But it might actually be a good idea *not* to keep the Triple Time principle in mind when you estimate how long something will take, otherwise it has the danger of acting on itself and becoming Nine Times Time...</description>
		<content:encoded><![CDATA[<p>I definately agree with the Triple Time principle: I had started an adventure game engine based on Princess Tomato and the Salad Kingdom (an old NES game) which I thought would take one day to code, turned out it took three days.</p>
<p>But it might actually be a good idea *not* to keep the Triple Time principle in mind when you estimate how long something will take, otherwise it has the danger of acting on itself and becoming Nine Times Time&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: GameDevMike</title>
		<link>http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/comment-page-1/#comment-9685</link>
		<dc:creator>GameDevMike</dc:creator>
		<pubDate>Thu, 24 Aug 2006 03:25:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/#comment-9685</guid>
		<description>&lt;strong&gt;Two Interviews...&lt;/strong&gt;

...</description>
		<content:encoded><![CDATA[<p><strong>Two Interviews&#8230;</strong></p>
<p>&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gamedevnews &#187; Blog Archive &#187; Interview with Jesse Smith from Firaxis Games</title>
		<link>http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/comment-page-1/#comment-9635</link>
		<dc:creator>gamedevnews &#187; Blog Archive &#187; Interview with Jesse Smith from Firaxis Games</dc:creator>
		<pubDate>Wed, 23 Aug 2006 15:29:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/#comment-9635</guid>
		<description>[...] Jesse Smith, game producer at Firaxis Games, was interviewed by GameProducer.net. Working on the Civilization series, he bumbs into Sid Meier quite often: &#8220;Sid is a genius and truly inspires those he works with. He is very hands-on with the projects and focuses a tremendous amount of effort on making sure the game is fun and exciting. When he is involved on a project you can feel the entire company humming with excitement.&#8220;. [...]</description>
		<content:encoded><![CDATA[<p>[...] Jesse Smith, game producer at Firaxis Games, was interviewed by GameProducer.net. Working on the Civilization series, he bumbs into Sid Meier quite often: &#8220;Sid is a genius and truly inspires those he works with. He is very hands-on with the projects and focuses a tremendous amount of effort on making sure the game is fun and exciting. When he is involved on a project you can feel the entire company humming with excitement.&#8220;. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Arto Ruotsalainen</title>
		<link>http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/comment-page-1/#comment-9590</link>
		<dc:creator>Arto Ruotsalainen</dc:creator>
		<pubDate>Wed, 23 Aug 2006 07:06:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/08/23/interview-with-jesse-smith-firaxis-games/#comment-9590</guid>
		<description>Just had to say that : wow! :)

Keep doing the good interviews!</description>
		<content:encoded><![CDATA[<p>Just had to say that : wow! :)</p>
<p>Keep doing the good interviews!</p>
]]></content:encoded>
	</item>
</channel>
</rss>

