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	<title>Comments for alexanderjamesmoore.co.uk</title>
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	<link>http://alexanderjamesmoore.co.uk</link>
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		<title>Comment on Making AAA games is hard by Dan Lowe</title>
		<link>http://alexanderjamesmoore.co.uk/articles-2/making-games-is-hard/comment-page-1/#comment-85</link>
		<dc:creator>Dan Lowe</dc:creator>
		<pubDate>Sun, 22 May 2011 18:10:27 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/?page_id=364#comment-85</guid>
		<description>Great post Alex. I have to agree with everything you&#039;ve said.

I think one of the big issues that makes game dev so difficult is this natural opposition: That every new project is uncharted territory for the developer, juxtaposed against the fact that games are made from highly interconnected, interdependent systems.

The former requires you to constantly experiment and try different approaches to get things working and find out what&#039;s fun, but the latter demands that things constantly stay as stable as possible to avoid the knock on effects that might negatively impact the work you&#039;ve already done. You touched on both these points in your post.

I think the best way to mitigate these problems is first, to have a strong vision for your game at the end of pre-production, and second (and often missed), to have a clear prioritisation of the different elements of your design, that everyone agrees on. Once you know what you&#039;re making, and know what aspects of your design take precedence over what other aspects of your design, you can make compromises through development to make sure that the core vision is maintained.

You&#039;re right though; it&#039;s a difficult balance to maintain, and the industry isn&#039;t going to solve these issues overnight.</description>
		<content:encoded><![CDATA[<p>Great post Alex. I have to agree with everything you&#8217;ve said.</p>
<p>I think one of the big issues that makes game dev so difficult is this natural opposition: That every new project is uncharted territory for the developer, juxtaposed against the fact that games are made from highly interconnected, interdependent systems.</p>
<p>The former requires you to constantly experiment and try different approaches to get things working and find out what&#8217;s fun, but the latter demands that things constantly stay as stable as possible to avoid the knock on effects that might negatively impact the work you&#8217;ve already done. You touched on both these points in your post.</p>
<p>I think the best way to mitigate these problems is first, to have a strong vision for your game at the end of pre-production, and second (and often missed), to have a clear prioritisation of the different elements of your design, that everyone agrees on. Once you know what you&#8217;re making, and know what aspects of your design take precedence over what other aspects of your design, you can make compromises through development to make sure that the core vision is maintained.</p>
<p>You&#8217;re right though; it&#8217;s a difficult balance to maintain, and the industry isn&#8217;t going to solve these issues overnight.</p>
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		<title>Comment on What designers do by Pete Collier</title>
		<link>http://alexanderjamesmoore.co.uk/articles-2/what-designers-do/comment-page-1/#comment-68</link>
		<dc:creator>Pete Collier</dc:creator>
		<pubDate>Sat, 07 May 2011 15:59:16 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/?page_id=327#comment-68</guid>
		<description>Great article Alex, I think you&#039;ve defined a role that is very hard to define very well there.</description>
		<content:encoded><![CDATA[<p>Great article Alex, I think you&#8217;ve defined a role that is very hard to define very well there.</p>
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		<title>Comment on HDR tests by Cristian</title>
		<link>http://alexanderjamesmoore.co.uk/2010/hdr-tests/comment-page-1/#comment-61</link>
		<dc:creator>Cristian</dc:creator>
		<pubDate>Sun, 31 Oct 2010 11:41:54 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=161#comment-61</guid>
		<description>Very nice pictures! I love the color gradient of the second one. Happy Halloween, Mr. Photographer! http://t.co/8Mi1aO5</description>
		<content:encoded><![CDATA[<p>Very nice pictures! I love the color gradient of the second one. Happy Halloween, Mr. Photographer! <a href="http://t.co/8Mi1aO5" rel="nofollow">http://t.co/8Mi1aO5</a></p>
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		<title>Comment on Music to my ears by Cristian</title>
		<link>http://alexanderjamesmoore.co.uk/2010/music-to-my-ears/comment-page-1/#comment-50</link>
		<dc:creator>Cristian</dc:creator>
		<pubDate>Thu, 14 Oct 2010 13:26:45 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=151#comment-50</guid>
		<description>Yay for Act 1! I enjoyed it very much. Looking forward to Act 2 now.</description>
		<content:encoded><![CDATA[<p>Yay for Act 1! I enjoyed it very much. Looking forward to Act 2 now.</p>
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		<title>Comment on Playing with content aware fill by Cristian</title>
		<link>http://alexanderjamesmoore.co.uk/2010/playing-with-content-aware-fill/comment-page-1/#comment-32</link>
		<dc:creator>Cristian</dc:creator>
		<pubDate>Tue, 21 Sep 2010 22:26:37 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=143#comment-32</guid>
		<description>The content aware fill is a god sent, nuff said. The new spot healing brush tool has made my life sooo much easier as well. 

Have you tried the content aware scale BTW? Combine that with the content aware fill and the spot healing brush tool and you&#039;ll have that panoramic fixed in a heartbeat.</description>
		<content:encoded><![CDATA[<p>The content aware fill is a god sent, nuff said. The new spot healing brush tool has made my life sooo much easier as well. </p>
<p>Have you tried the content aware scale BTW? Combine that with the content aware fill and the spot healing brush tool and you&#8217;ll have that panoramic fixed in a heartbeat.</p>
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		<title>Comment on Fame x10.  No, scratch that: x50 by Devenger</title>
		<link>http://alexanderjamesmoore.co.uk/2010/fame-x10/comment-page-1/#comment-25</link>
		<dc:creator>Devenger</dc:creator>
		<pubDate>Sun, 05 Sep 2010 21:42:21 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=126#comment-25</guid>
		<description>How To... section is splendid so far. I&#039;ve no great ideas for how to improve it - I like the bite-size format just as it is, for one thing. Please, just write more! :)</description>
		<content:encoded><![CDATA[<p>How To&#8230; section is splendid so far. I&#8217;ve no great ideas for how to improve it &#8211; I like the bite-size format just as it is, for one thing. Please, just write more! <img src='http://alexanderjamesmoore.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on More how to&#8230; by Cristian</title>
		<link>http://alexanderjamesmoore.co.uk/2010/more-how-to/comment-page-1/#comment-19</link>
		<dc:creator>Cristian</dc:creator>
		<pubDate>Mon, 30 Aug 2010 23:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=119#comment-19</guid>
		<description>Damn, that panoramic looks great! You should use it as a header. Also best &#039;How to&#039; so far.</description>
		<content:encoded><![CDATA[<p>Damn, that panoramic looks great! You should use it as a header. Also best &#8216;How to&#8217; so far.</p>
]]></content:encoded>
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		<title>Comment on Blood Stone: Trailer 2 &#8211; Istanbul by Cristian</title>
		<link>http://alexanderjamesmoore.co.uk/2010/blood-stone-trailer-2-istanbul/comment-page-1/#comment-18</link>
		<dc:creator>Cristian</dc:creator>
		<pubDate>Thu, 26 Aug 2010 08:15:28 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=114#comment-18</guid>
		<description>The gameplay footage looks so damn cinematic, a must buy so far!</description>
		<content:encoded><![CDATA[<p>The gameplay footage looks so damn cinematic, a must buy so far!</p>
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		<title>Comment on Bigger, better, more constructive&#8230; by Cristian</title>
		<link>http://alexanderjamesmoore.co.uk/2010/bigger-better-more-constructive/comment-page-1/#comment-16</link>
		<dc:creator>Cristian</dc:creator>
		<pubDate>Wed, 04 Aug 2010 23:08:20 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=69#comment-16</guid>
		<description>Can&#039;t wait for the new, exciting stuff! Any hints? jk ;P</description>
		<content:encoded><![CDATA[<p>Can&#8217;t wait for the new, exciting stuff! Any hints? jk ;P</p>
]]></content:encoded>
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		<title>Comment on The North Yorkshire Moors&#8230; by Cristian</title>
		<link>http://alexanderjamesmoore.co.uk/2010/the-north-yorkshire-moors/comment-page-1/#comment-7</link>
		<dc:creator>Cristian</dc:creator>
		<pubDate>Tue, 29 Jun 2010 00:42:25 +0000</pubDate>
		<guid isPermaLink="false">http://alexanderjamesmoore.co.uk/blog/?p=56#comment-7</guid>
		<description>Impressive view! How did you stitch it all together?</description>
		<content:encoded><![CDATA[<p>Impressive view! How did you stitch it all together?</p>
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