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	<title>The Game Prodigy &#187; Indie Game Development</title>
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	<description>Intelligent Game and Career Development</description>
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		<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>Multiplying Your Game Length by Four Hundred</title>
		<link>http://thegameprodigy.com/multiplying-your-game-length-by-four-hundred/</link>
		<comments>http://thegameprodigy.com/multiplying-your-game-length-by-four-hundred/#comments</comments>
		<pubDate>Sun, 16 May 2010 13:35:48 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[Long Term Incentive]]></category>
		<category><![CDATA[achievements]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=419</guid>
		<description><![CDATA[
Great Dungeon in the Sky is a fun little indie game that made its rounds online a while back, &#8220;little&#8221; describing the size of the character on screen and not the depth of the game.  If you haven&#8217;t played it, it&#8217;s a simple action sidescroller with an expansive world to explore and conquer in rapid [...]]]></description>
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		<slash:comments>4</slash:comments>
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		<title>Canabalt: Taking a Base Mechanic to the Limit!</title>
		<link>http://thegameprodigy.com/canabalt-taking-a-base-mechanic-to-the-limit/</link>
		<comments>http://thegameprodigy.com/canabalt-taking-a-base-mechanic-to-the-limit/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 03:12:57 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[canabalt]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=259</guid>
		<description><![CDATA[
Run for your life!  That&#8217;s the Core Experience delivered by Adam Atomic and Danny B&#8217;s hit browser game, Canabalt.  Created for the Experimental Gameplay Project, Canabalt was designed to use only one button.  That&#8217;s right, only one button.  Our intrepid survivor runs automatically to the right of screen, while the player presses a button each [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>&#8220;Feeling Powerful&#8221; as a Core Experience</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/</link>
		<comments>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 11:00:02 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[caster]]></category>
		<category><![CDATA[core experience]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=188</guid>
		<description><![CDATA[
Caster is a fantastic little indie game that I got into several months ago.  You play as a small character in a large, expansive world with some incredibly heavy firepower.  Acting as savior for the forests, you run around the level at sonic speeds, firing in all directions with a wide range of lasers and [...]]]></description>
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		<slash:comments>4</slash:comments>
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		<title>Zero Budget Indie Marketing Guide</title>
		<link>http://thegameprodigy.com/zero-budget-indie-marketing-guide/</link>
		<comments>http://thegameprodigy.com/zero-budget-indie-marketing-guide/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 11:00:04 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[marketing]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=118</guid>
		<description><![CDATA[
Photo: DeeKnow
[In this guest post by Rodain Joubert, he discusses ways that independent developers can spread the word about their game with no money in thebank.  You can find this and more of Rodain's articles at Dev.Mag.]
Today&#8217;s game market is, by all accounts, saturated. There&#8217;s simply not enough time for people to play everything that&#8217;s [...]]]></description>
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		<slash:comments>2</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</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>
		</item>
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		<title>Designing from the Gut</title>
		<link>http://thegameprodigy.com/designing-from-the-gut/</link>
		<comments>http://thegameprodigy.com/designing-from-the-gut/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 07:00:21 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=93</guid>
		<description><![CDATA[
Following your gut can be your best compass.  Photo: geebee2007
Learning to follow your instincts is paramount to becoming an experienced designer.  But to learn how to do that, we need to delve into two fundamental questions: What is the purpose of a game?  What is the job of a game designer?
There are a million answers to [...]]]></description>
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		<slash:comments>0</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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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3 Overlooked Keys to Making Outstanding Games</title>
		<link>http://thegameprodigy.com/3-overlooked-keys-to-making-outstanding-games/</link>
		<comments>http://thegameprodigy.com/3-overlooked-keys-to-making-outstanding-games/#comments</comments>
		<pubDate>Sat, 10 Oct 2009 09:00:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Indie Game Development]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=5</guid>
		<description><![CDATA[
Image: stopnlook
Making independent games is a fun but difficult business.  There is so much to think about: bringing together all the artwork, implementing the scripts and programming challenges, crafting a good story and gameplay design.  You have to focus on the player, the project, your team and yourself, a juggle all of these to make [...]]]></description>
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