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	<title>The Game Prodigy &#187; Aesthetic Layout</title>
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	<description>Intelligent Game and Career Development</description>
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		<title>Focus, Atmosphere, Limitations: Learning from Shadow of the Colossus</title>
		<link>http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/</link>
		<comments>http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 06:14:00 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Playstation 2]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=474</guid>
		<description><![CDATA[
Shadow of the Colossus is considered a landmark title that was developed by a highly disciplined and intelligent team.  Released in 2005 for the Playstation 2, the critically acclaimed title featured incredibly expansive, vast worlds and even more vast enemies to scale and conquer.  Set in a fictional world, the game follows the tale of [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Polish: Turning Onetime Players Into Diehard Fans</title>
		<link>http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/</link>
		<comments>http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/#comments</comments>
		<pubDate>Mon, 31 May 2010 01:13:14 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Flash Games]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=427</guid>
		<description><![CDATA[
How can a game feel like it was made by the developers &#8220;out of love&#8221;?  How can a game seem like the developers implemented everything that they thought would be fun and interesting, lacking nothing?  How can a game feel like it went 110% to provide a top-notch experience?
There are many components to making a [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>What Game Designers can learn from &#8220;Avatar&#8221;</title>
		<link>http://thegameprodigy.com/what-game-designers-can-learn-from-avatar/</link>
		<comments>http://thegameprodigy.com/what-game-designers-can-learn-from-avatar/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 08:14:54 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Movies and Film]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=344</guid>
		<description><![CDATA[
Avatar recently became the second highest grossing film of all time, bested only by James Cameron&#8217;s previous blockbuster, Titanic.  I was skeptical at first when I saw the trailer, but the box office numbers pushed me over the edge and finally got me in the theater seats, and I was certainly not disappointed.
A film this [...]]]></description>
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		<slash:comments>15</slash:comments>
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		<title>Making Jump-Out-Of-Your-Seat Moments in a Game</title>
		<link>http://thegameprodigy.com/making-jump-out-of-your-seat-moments-in-a-game/</link>
		<comments>http://thegameprodigy.com/making-jump-out-of-your-seat-moments-in-a-game/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 11:00:21 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=288</guid>
		<description><![CDATA[In our final article detailing the Game Design Canvas, we talked about the Aesthetic Layout, the icing on the cake, the visuals and sounds and interaction methods that give games their artistic spark.  Many games are revered for their gameplay, but not as many games nowadays are praised for fun Aesthetic Layouts.
However, this is still [...]]]></description>
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		<slash:comments>5</slash:comments>
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		<title>The Game Design Canvas: Aesthetic Layout</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-aesthetic-layout/</link>
		<comments>http://thegameprodigy.com/the-game-design-canvas-aesthetic-layout/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 16:21:23 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[aesthetic layout]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=282</guid>
		<description><![CDATA[
Photo: Creativity+Timothy K Hamilton
Who cares if the main character is wearing silver armor or an orange cloak?  Does it really matter if your military troop is fighting in Europe or Asia?  There can’t be any difference between a game about saving the world, and one your one true love, right?
It does matter.  In fact it [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Making Great Pixel Art with Free Graphics Tools</title>
		<link>http://thegameprodigy.com/making-great-pixel-art-with-free-graphics-tools/</link>
		<comments>http://thegameprodigy.com/making-great-pixel-art-with-free-graphics-tools/#comments</comments>
		<pubDate>Fri, 13 Nov 2009 11:00:24 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[pixel art]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=102</guid>
		<description><![CDATA[[In this guest post supplied by Chris Denyer, he discusses simple ways that anyone working on an indie title can make their game look prettier with some sleek pixel art techniques.  His article originally appeared on The Daily Click.]
There is absolutely NO excuse to make an ugly game.
NONE whatsoever.
So often, we see examples of games [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Why Use Pixel Art?  Choosing a Great Art Style for Your Game</title>
		<link>http://thegameprodigy.com/art-pixel-or-art-real-choosing-a-great-art-style-for-your-game/</link>
		<comments>http://thegameprodigy.com/art-pixel-or-art-real-choosing-a-great-art-style-for-your-game/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 17:29:44 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Development]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=29</guid>
		<description><![CDATA[
Photo: ila fox
If you&#8217;ve played an independent game title, the kind made by one developer working part time with a dream, then chances are you&#8217;ve seen a game made using pixel art.  For the uninitiated, pixel art is where the artwork and art assets in a game are drawn pixel by pixel, in the style [...]]]></description>
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