<?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: GP Xmas Calendar 2009 &#8211; Door 5 (One of The Most Expensive Thing In Game Dev)</title>
	<atom:link href="http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/</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: Juuso</title>
		<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/comment-page-1/#comment-138071</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Mon, 07 Dec 2009 18:09:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3891#comment-138071</guid>
		<description>Sargon: quite likely. Good point about space ships and cars. They indeed require much less animation.</description>
		<content:encoded><![CDATA[<p>Sargon: quite likely. Good point about space ships and cars. They indeed require much less animation.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sargon</title>
		<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/comment-page-1/#comment-138068</link>
		<dc:creator>Sargon</dc:creator>
		<pubDate>Mon, 07 Dec 2009 12:30:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3891#comment-138068</guid>
		<description>Procedural animation would probably be extremly difficult for a new developer. But there are other ways to get away with animation in a 3D game. Making a game with space ships and cars for instance, requires a lot less rigging and animations.</description>
		<content:encoded><![CDATA[<p>Procedural animation would probably be extremly difficult for a new developer. But there are other ways to get away with animation in a 3D game. Making a game with space ships and cars for instance, requires a lot less rigging and animations.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/comment-page-1/#comment-138062</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Mon, 07 Dec 2009 05:59:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3891#comment-138062</guid>
		<description>Well, check for example Penumbra game. That game doesn&#039;t use much animation.

I don&#039;t have experience on this, but perhaps try googling for &quot;procedural animation&quot; for some tips.</description>
		<content:encoded><![CDATA[<p>Well, check for example Penumbra game. That game doesn&#8217;t use much animation.</p>
<p>I don&#8217;t have experience on this, but perhaps try googling for &#8220;procedural animation&#8221; for some tips.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anon</title>
		<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/comment-page-1/#comment-138060</link>
		<dc:creator>Anon</dc:creator>
		<pubDate>Mon, 07 Dec 2009 04:28:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3891#comment-138060</guid>
		<description>Hey,
Can you give some more details on how animations can be replaced using physics, and other techniques on how animations can be substituted? I&#039;m a new game developer and would like to learn this, since until now I always thought that making a game required tons of art and animations.

Please give some details about this, may be make a blog post on this topic?</description>
		<content:encoded><![CDATA[<p>Hey,<br />
Can you give some more details on how animations can be replaced using physics, and other techniques on how animations can be substituted? I&#8217;m a new game developer and would like to learn this, since until now I always thought that making a game required tons of art and animations.</p>
<p>Please give some details about this, may be make a blog post on this topic?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sargon</title>
		<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/comment-page-1/#comment-138044</link>
		<dc:creator>Sargon</dc:creator>
		<pubDate>Sun, 06 Dec 2009 09:26:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3891#comment-138044</guid>
		<description>Yes, but then the fear is that you forget your initial passion of making games, and just turn into a business man. ;)
I don&#039;t know the answer to how much is bad or good of any of those. And does it really matter? I am not sure this fear is actually justified.
But, something to think about.</description>
		<content:encoded><![CDATA[<p>Yes, but then the fear is that you forget your initial passion of making games, and just turn into a business man. ;)<br />
I don&#8217;t know the answer to how much is bad or good of any of those. And does it really matter? I am not sure this fear is actually justified.<br />
But, something to think about.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/comment-page-1/#comment-138042</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Sun, 06 Dec 2009 07:04:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3891#comment-138042</guid>
		<description>Awesomeness rate is good of course :)

So is &quot;will this thing (as itself or as part of a bigger picture) help sell more copies&quot;.</description>
		<content:encoded><![CDATA[<p>Awesomeness rate is good of course :)</p>
<p>So is &#8220;will this thing (as itself or as part of a bigger picture) help sell more copies&#8221;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sargon</title>
		<link>http://www.gameproducer.net/2009/12/05/gp-xmas-calendar-2009-door-5-one-of-the-most-expensive-thing-in-game-dev/comment-page-1/#comment-138037</link>
		<dc:creator>Sargon</dc:creator>
		<pubDate>Sat, 05 Dec 2009 21:49:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3891#comment-138037</guid>
		<description>Yea, decisions you make regarding the graphics and game design, will affect how much art work you will need to create. Using normal maps? More work. Specular map? More work. Characters close ups? More work.
It doesn&#039;t mean you shouldn&#039;t do these decisions, it just mean that you need to be aware to the cost of every decision you make. Theorethically. 
Of course sometimes decisions are made simpley by their awesomeness rate. ;)</description>
		<content:encoded><![CDATA[<p>Yea, decisions you make regarding the graphics and game design, will affect how much art work you will need to create. Using normal maps? More work. Specular map? More work. Characters close ups? More work.<br />
It doesn&#8217;t mean you shouldn&#8217;t do these decisions, it just mean that you need to be aware to the cost of every decision you make. Theorethically.<br />
Of course sometimes decisions are made simpley by their awesomeness rate. ;)</p>
]]></content:encoded>
	</item>
</channel>
</rss>

