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	<title>Comments on: The Game Design Canvas: An Introduction</title>
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	<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/</link>
	<description>The Source for Game Design</description>
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		<title>By: How Structured Exploration Turned "Zelda" Into a Timeless Icon &#124; The Game Prodigy - The Source for Game Design</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-1522</link>
		<dc:creator>How Structured Exploration Turned "Zelda" Into a Timeless Icon &#124; The Game Prodigy - The Source for Game Design</dc:creator>
		<pubDate>Thu, 24 Feb 2011 06:03:37 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-1522</guid>
		<description>[...] design, which is one of the main reasons that I believe it&#8217;s been so successful.  It found a Core Experience that many players wanted to enjoy and dive into, and by improving upon that experience through the [...]</description>
		<content:encoded><![CDATA[<p>[...] design, which is one of the main reasons that I believe it&#8217;s been so successful.  It found a Core Experience that many players wanted to enjoy and dive into, and by improving upon that experience through the [...]</p>
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		<title>By: Terrifying Immersion: Dead Space's Masterful UI &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-1290</link>
		<dc:creator>Terrifying Immersion: Dead Space's Masterful UI &#124; The Game Prodigy</dc:creator>
		<pubDate>Tue, 08 Feb 2011 13:02:11 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-1290</guid>
		<description>[...] Space&#8217;s core experience is for the player to constantly feel threatened, to never feel safe, and always be on edge and in [...]</description>
		<content:encoded><![CDATA[<p>[...] Space&#8217;s core experience is for the player to constantly feel threatened, to never feel safe, and always be on edge and in [...]</p>
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	<item>
		<title>By: Trial, Error, and Death in Limbo &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-1206</link>
		<dc:creator>Trial, Error, and Death in Limbo &#124; The Game Prodigy</dc:creator>
		<pubDate>Mon, 31 Jan 2011 18:54:36 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-1206</guid>
		<description>[...] to me the bulk of the fear, which makes up the game&#8217;s Core Experience, is not just in the well crafted boy and backdrop, but in the gameplay.  How does one exactly [...]</description>
		<content:encoded><![CDATA[<p>[...] to me the bulk of the fear, which makes up the game&#8217;s Core Experience, is not just in the well crafted boy and backdrop, but in the gameplay.  How does one exactly [...]</p>
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	<item>
		<title>By: Game Design &#171; Chad.Stever</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-1159</link>
		<dc:creator>Game Design &#171; Chad.Stever</dc:creator>
		<pubDate>Fri, 21 Jan 2011 00:36:25 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-1159</guid>
		<description>[...] I am always looking for &#8220;the better way&#8221;. &#160;Today I discovered The Game Prodigy&#160;blog/site and am glad that I did. &#160;In several of the posts, the author (Brice Morrison) discussions the&#160;Game Design Canvas.&#160; [...]</description>
		<content:encoded><![CDATA[<p>[...] I am always looking for &#8220;the better way&#8221;. &nbsp;Today I discovered The Game Prodigy&nbsp;blog/site and am glad that I did. &nbsp;In several of the posts, the author (Brice Morrison) discussions the&nbsp;Game Design Canvas.&nbsp; [...]</p>
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	<item>
		<title>By: chad</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-1156</link>
		<dc:creator>chad</dc:creator>
		<pubDate>Thu, 20 Jan 2011 22:12:53 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-1156</guid>
		<description>Great post.  I have just started to seriously pursue game development, so I am happy to have come across this.  The Game Design Canvas is a great tool.  Thanks.</description>
		<content:encoded><![CDATA[<p>Great post.  I have just started to seriously pursue game development, so I am happy to have come across this.  The Game Design Canvas is a great tool.  Thanks.</p>
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		<title>By: The 5 Degrees of Fun in Games &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-659</link>
		<dc:creator>The 5 Degrees of Fun in Games &#124; The Game Prodigy</dc:creator>
		<pubDate>Tue, 09 Nov 2010 06:25:06 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-659</guid>
		<description>[...] game design philosophy has always been that games create an Experience.  For the vast majority of games that are made, I would say around 99%, the core experience that [...]</description>
		<content:encoded><![CDATA[<p>[...] game design philosophy has always been that games create an Experience.  For the vast majority of games that are made, I would say around 99%, the core experience that [...]</p>
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		<title>By: Make a Game and Play It &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-625</link>
		<dc:creator>Make a Game and Play It &#124; The Game Prodigy</dc:creator>
		<pubDate>Tue, 19 Oct 2010 13:06:59 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-625</guid>
		<description>[...] Core Experience &#8211; Game&#8217;s aren&#8217;t meant to be finished and then set aside forever &#8211; they&#8217;re meant to be played by other people!  How do you want players to feel while playing your game? [...]</description>
		<content:encoded><![CDATA[<p>[...] Core Experience &#8211; Game&#8217;s aren&#8217;t meant to be finished and then set aside forever &#8211; they&#8217;re meant to be played by other people!  How do you want players to feel while playing your game? [...]</p>
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	</item>
	<item>
		<title>By: Choosing Your Perfect Game Artwork &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-621</link>
		<dc:creator>Choosing Your Perfect Game Artwork &#124; The Game Prodigy</dc:creator>
		<pubDate>Tue, 12 Oct 2010 13:02:39 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-621</guid>
		<description>[...] are similar to books in this fashion.  A game is made of many components within the Game Design Canvas.  The ones that the player often spends the most time thinking about, processing, and experiencing [...]</description>
		<content:encoded><![CDATA[<p>[...] are similar to books in this fashion.  A game is made of many components within the Game Design Canvas.  The ones that the player often spends the most time thinking about, processing, and experiencing [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Polish: Turning Onetime Players Into Diehard Fans &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-475</link>
		<dc:creator>Polish: Turning Onetime Players Into Diehard Fans &#124; The Game Prodigy</dc:creator>
		<pubDate>Mon, 31 May 2010 01:13:21 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-475</guid>
		<description>[...] are many components to making a game.  There are the Base Mechanics, the rules of how the game works.  There are the [...]</description>
		<content:encoded><![CDATA[<p>[...] are many components to making a game.  There are the Base Mechanics, the rules of how the game works.  There are the [...]</p>
]]></content:encoded>
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	<item>
		<title>By: The Game Design Canvas: Long Term Incentive &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/comment-page-1/#comment-316</link>
		<dc:creator>The Game Design Canvas: Long Term Incentive &#124; The Game Prodigy</dc:creator>
		<pubDate>Sun, 07 Feb 2010 06:55:43 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=181#comment-316</guid>
		<description>[...] the fourth Game Design Canvas component: The Long Term [...]</description>
		<content:encoded><![CDATA[<p>[...] the fourth Game Design Canvas component: The Long Term [...]</p>
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