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	<title>The Game Prodigy - The Source for Game Design &#187; Aesthetic Layout</title>
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	<description>The Source for Game Design</description>
	<lastBuildDate>Mon, 19 Sep 2011 22:51:03 +0000</lastBuildDate>
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		<title>Creating Disturbing (!) Environments for Players</title>
		<link>http://thegameprodigy.com/creating-disturbing-environments-for-players/</link>
		<comments>http://thegameprodigy.com/creating-disturbing-environments-for-players/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 04:39:25 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Design]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=798</guid>
		<description><![CDATA[&#8220;I saw a giant, strange orb in front of me.  I didn&#8217;t know what it is, or even who I was.  I moved towards it, and immediately a strange alien sound started to play.  I stopped and pulled back, a &#8230; <a href="http://thegameprodigy.com/creating-disturbing-environments-for-players/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>How Trauma Evokes a Realistic Atmosphere</title>
		<link>http://thegameprodigy.com/how-trauma-evokes-a-realistic-atmosphere/</link>
		<comments>http://thegameprodigy.com/how-trauma-evokes-a-realistic-atmosphere/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 08:46:51 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Design]]></category>
		<category><![CDATA[IGF]]></category>
		<category><![CDATA[Trauma]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=767</guid>
		<description><![CDATA[Trauma, a game that was a two-category finalist in the 2010 Independent Game Festival, is a title that I personally have been looking forward to for a long time.  Following the story of a woman who survives a car accident, &#8230; <a href="http://thegameprodigy.com/how-trauma-evokes-a-realistic-atmosphere/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Artwork: Choosing the Perfect Style for You</title>
		<link>http://thegameprodigy.com/game-artwork-choosing-the-perfect-style-for-you/</link>
		<comments>http://thegameprodigy.com/game-artwork-choosing-the-perfect-style-for-you/#comments</comments>
		<pubDate>Tue, 12 Oct 2010 13:00:12 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[achievement unlocked]]></category>
		<category><![CDATA[artwork]]></category>
		<category><![CDATA[banana nababa]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[cactus]]></category>
		<category><![CDATA[owlboy]]></category>
		<category><![CDATA[shank]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=523</guid>
		<description><![CDATA[Photo: Mr. T in DC &#8220;Don&#8217;t judge a book by its cover&#8221; is a phrase that many people are familiar with.  The point is that the essence of a book has nothing to do with the cover.  The experience of &#8230; <a href="http://thegameprodigy.com/game-artwork-choosing-the-perfect-style-for-you/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Storytelling in Games is Useless.  Right?</title>
		<link>http://thegameprodigy.com/storytelling-in-games-is-useless-right/</link>
		<comments>http://thegameprodigy.com/storytelling-in-games-is-useless-right/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 16:09:23 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[adventure games]]></category>
		<category><![CDATA[broken sword]]></category>
		<category><![CDATA[narrative]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=484</guid>
		<description><![CDATA[This game analysis was suggested by TGP reader Liordino.  If you have a game you&#8217;d like analyzed, submit it along with your name and website (if you have one), and what you think readers could learn from it! Point and &#8230; <a href="http://thegameprodigy.com/storytelling-in-games-is-useless-right/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<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 Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[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 &#8230; <a href="http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<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 Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Design]]></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 &#8230; <a href="http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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 Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Opinion]]></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 &#8230; <a href="http://thegameprodigy.com/what-game-designers-can-learn-from-avatar/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/what-game-designers-can-learn-from-avatar/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<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 Morrison</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, &#8230; <a href="http://thegameprodigy.com/making-jump-out-of-your-seat-moments-in-a-game/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/making-jump-out-of-your-seat-moments-in-a-game/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<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 Morrison</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 &#8230; <a href="http://thegameprodigy.com/the-game-design-canvas-aesthetic-layout/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/the-game-design-canvas-aesthetic-layout/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<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 Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Design]]></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 &#8230; <a href="http://thegameprodigy.com/making-great-pixel-art-with-free-graphics-tools/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>1</slash:comments>
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