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	<title>Comments on: Game Producer Christmas Calendar &#8211; Day 17 (Are You Afraid To Spend Money?)</title>
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	<link>http://www.gameproducer.net/2008/12/17/game-producer-christmas-calendar-day-17-are-you-afraid-to-spend-money/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2008/12/17/game-producer-christmas-calendar-day-17-are-you-afraid-to-spend-money/comment-page-1/#comment-132370</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Wed, 17 Dec 2008 19:52:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=1966#comment-132370</guid>
		<description>It&#039;s best to let money flow so it goes and and comes back, like the tide.</description>
		<content:encoded><![CDATA[<p>It&#8217;s best to let money flow so it goes and and comes back, like the tide.</p>
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		<title>By: Oliver</title>
		<link>http://www.gameproducer.net/2008/12/17/game-producer-christmas-calendar-day-17-are-you-afraid-to-spend-money/comment-page-1/#comment-132368</link>
		<dc:creator>Oliver</dc:creator>
		<pubDate>Wed, 17 Dec 2008 19:46:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=1966#comment-132368</guid>
		<description>You&#039;re making some great points here. I think the best way to spend money is on assets. Buy some graphics, music, code and tools to help you get ahead and make better use of your valuable time. I think mindset is an important part, but the biggest reason is leverage and ROI.

If I spend that much money on some awesome music tracks it will add greatly to the experience your game delivers which ultimately results in more sales and happier players.

One great example that comes to mind: Minions of Mirth. Josh Ritter spent some money upfront for the engine, models and graphics and programmed the game within 11 months. He finished his game in less than a year and it became an instant success which allowed him to fund his company, get an office and a bunch of loyal customers and fans.

If you are lacking money, you have to trade your time for money until you have some to reinvest and bootstrap.

Again, excellent post. I think it deserves a bigger post outside of this series. :)</description>
		<content:encoded><![CDATA[<p>You&#8217;re making some great points here. I think the best way to spend money is on assets. Buy some graphics, music, code and tools to help you get ahead and make better use of your valuable time. I think mindset is an important part, but the biggest reason is leverage and ROI.</p>
<p>If I spend that much money on some awesome music tracks it will add greatly to the experience your game delivers which ultimately results in more sales and happier players.</p>
<p>One great example that comes to mind: Minions of Mirth. Josh Ritter spent some money upfront for the engine, models and graphics and programmed the game within 11 months. He finished his game in less than a year and it became an instant success which allowed him to fund his company, get an office and a bunch of loyal customers and fans.</p>
<p>If you are lacking money, you have to trade your time for money until you have some to reinvest and bootstrap.</p>
<p>Again, excellent post. I think it deserves a bigger post outside of this series. :)</p>
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