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<rss version="2.0"><channel><title>Disqus - Latest Comments for timaste</title><link xmlns="http://www.w3.org/2005/Atom" rel="http://api.friendfeed.com/2008/03#sup" href="http://disqus.com/sup/all.sup#usercomments-72ebdaac" type="application/json"/><link>http://disqus.com/people/timaste/</link><description></description><language>en</language><lastBuildDate>Tue, 26 May 2009 17:47:26 -0000</lastBuildDate><item><title>Re: The World Is Changing&amp;#8230; How Will You Fit In?</title><link>http://makeitbigingames.com/2009/05/the-world-is-changing-how-will-you-fit-in/#comment-9971668</link><description>Cool video!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Tue, 26 May 2009 17:47:26 -0000</pubDate></item><item><title>Re: Hey Whiners, the iPhone Market Owes you Nothing</title><link>http://makeitbigingames.com/2009/03/it-is-not-too-easy-to-make-iphone-games/#comment-6967526</link><description>I agree with this. I am always surprised to hear indie developers calling for a more closed market.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Fri, 06 Mar 2009 18:27:20 -0000</pubDate></item><item><title>Re: Putting Your Game On OS-X and Linux is Not Enough</title><link>http://makeitbigingames.com/2009/02/putting-your-game-on-os-x-and-linux-is-not-enough/#comment-6245291</link><description>Great article Jeff, I couldn't agree more with everything said here.&lt;br&gt;&lt;br&gt;In addition to this strategy, from the art side of Grunts every asset has been designed to "scale up". All our physical assets, animations used to render could be reused for a full-on 3D product, another 2D game, promotional materials, etc.  With a VERY small team on the several projects going on at once here, every workday and hour is important.&lt;br&gt;&lt;br&gt;If there is a follow-on product of any type to use the Grunts IP, the time investment will be significantly reduced due to smart decisions made now that  ensure we will have a solid reusable asset base to scale up or sideways.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Fri, 13 Feb 2009 14:20:39 -0000</pubDate></item><item><title>Re: Tweaking your game with Google Spreadsheets</title><link>http://coderhump.com/archives/385#comment-5877609</link><description>This is awesome!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Thu, 05 Feb 2009 17:57:36 -0000</pubDate></item><item><title>Re: Vimeowned</title><link>http://blog.wolfire.com/2009/01/vimeowned/#comment-5677552</link><description>Wow that sucks, sorry dude.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Thu, 29 Jan 2009 23:07:46 -0000</pubDate></item><item><title>Re: What Is My Game&amp;#8217;s Sales Potential?</title><link>http://makeitbigingames.com/2009/01/what-is-my-games-sales-potential/#comment-5108456</link><description>Great advice!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Wed, 14 Jan 2009 02:07:57 -0000</pubDate></item><item><title>Re: Hard To Believe: Three Years Of Blogging</title><link>http://makeitbigingames.com/2009/01/hard-to-believe-three-years-of-blogging/#comment-5079404</link><description>Congratulations, always tons of great tidbits of info coming through here. Hope there is another three in the future!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Mon, 12 Jan 2009 16:29:04 -0000</pubDate></item><item><title>Re: Review: Spore Sculptor 3D Printing Service</title><link>http://replicatorinc.com/blog/2009/01/review-spore-sculptor-3d-printing-service/#comment-5075226</link><description>Definitely, that makes two of us!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Mon, 12 Jan 2009 13:27:13 -0000</pubDate></item><item><title>Re: Review: Spore Sculptor 3D Printing Service</title><link>http://replicatorinc.com/blog/2009/01/review-spore-sculptor-3d-printing-service/#comment-5050369</link><description>Looks pretty sweet still though!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Sat, 10 Jan 2009 20:22:19 -0000</pubDate></item><item><title>Re: Odds and Ends</title><link>http://makeitbigingames.com/2009/01/odds-and-ends/#comment-4973642</link><description>The future of iphone (and "mobile games"  in general) is very exciting.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Wed, 07 Jan 2009 21:57:39 -0000</pubDate></item><item><title>Re: 2009 Biggie Awards, Surprisingly Good Products</title><link>http://makeitbigingames.com/2008/12/2009-biggie-awards-surprisingly-good-products/#comment-4465030</link><description>I think how L4D procedurally generates the zombies "live" based on how the players are doing is very impressive, and definitely ties into why Jeff chose Spore (although I find L4D's procedural content more functional).</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Wed, 17 Dec 2008 14:58:45 -0000</pubDate></item><item><title>Re: PlayStation Home: Serial Killer Edition</title><link>http://coderhump.com/archives/289#comment-4433764</link><description>That is pretty scary looking, he looks blank and angry.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Tue, 16 Dec 2008 14:38:54 -0000</pubDate></item><item><title>Re: Make It Big In Games New Design</title><link>http://makeitbigingames.com/2008/12/make-it-big-in-games-new-design/#comment-4413746</link><description>I'm looking at it in Chrome right now, not sure what's up.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Mon, 15 Dec 2008 14:17:14 -0000</pubDate></item><item><title>Re: Why I Don&amp;#8217;t Own Stock In Game Publishers</title><link>http://makeitbigingames.com/2008/12/why-i-dont-own-stock-in-game-publishers/#comment-4330555</link><description>It must be hard to turn those giant battleships! &lt;br&gt;&lt;br&gt;I think the future proliferation of distribution options online are definitely creating a market for more flexible and variable games (small, large, and in between). It's always good to have more options as a developer, especially in today's market where a single title failing to sell enough units can lead to studio closure or absorption, something we see every other week it seems.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Thu, 11 Dec 2008 12:57:54 -0000</pubDate></item><item><title>Re: http://makeitbigingames.com/2008/11/the-art-of-backing-off/</title><link>http://makeitbigingames.com/2008/11/the-art-of-backing-off/#comment-3696657</link><description>Thanks, the guys are fantastic. I'll send over the PSD tomorrow.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Tue, 11 Nov 2008 22:23:07 -0000</pubDate></item><item><title>Re: http://makeitbigingames.com/2008/11/the-art-of-backing-off/</title><link>http://makeitbigingames.com/2008/11/the-art-of-backing-off/#comment-3696651</link><description>Final image, plus viewpoints and images from other stages of our "iterative design process" up on my blog at &lt;a href="http://www.subreal.net/" rel="nofollow"&gt;http://www.subreal.net/&lt;/a&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Tue, 11 Nov 2008 22:22:29 -0000</pubDate></item><item><title>Re: http://makeitbigingames.com/2008/11/the-art-of-backing-off/</title><link>http://makeitbigingames.com/2008/11/the-art-of-backing-off/#comment-3693442</link><description>Having been working on stuff since we started with the first concept, one thing I really like about the iterative process is how incredibly stress free it has been! Whenever things start to feel overwhelming in scope (the "holy shit that's going to be a lot of work" feeling), we've paired the idea down to something much more feasible to what we had to work with. &lt;br&gt;&lt;br&gt;Amongst all the pairing back, it's stayed a very cool game, and I'm still incredibly stoked to get going on it next week. This process has worked very well for all the projects we've had in the works so far, and I definitely recommend it as the way to run a dev. team, especially the indies.&lt;br&gt;&lt;br&gt;And don't worry Todd, I'm still working on the above image. Larger, more refined version coming soon. :)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Tue, 11 Nov 2008 18:56:12 -0000</pubDate></item><item><title>Re: http://makeitbigingames.com/2008/11/push-button-labs-initial-site-goes-live/</title><link>http://makeitbigingames.com/2008/11/push-button-labs-initial-site-goes-live/#comment-3558061</link><description>Same! I've been having a blast lately. So far we have been living up to the mission statement. Lots of cool stuff and lots of fun!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Wed, 05 Nov 2008 15:42:33 -0000</pubDate></item><item><title>Re: http://makeitbigingames.com/2008/10/if-robert-zemeckis-cant-cross-the-uncanny-valley-what-makes-us-think-we-can/</title><link>http://makeitbigingames.com/2008/10/if-robert-zemeckis-cant-cross-the-uncanny-valley-what-makes-us-think-we-can/#comment-3345204</link><description>I haven't seen that wikipedia article, great read!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Tue, 28 Oct 2008 13:31:26 -0000</pubDate></item><item><title>Re: Web Service Explosion: Put Out The Fire With FriendFeed</title><link>http://coderhump.com/archives/243#comment-3070493</link><description>FriendFeed is just great, I don't know what to say about it other than it's awesome.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Wed, 15 Oct 2008 12:10:05 -0000</pubDate></item><item><title>Re: http://makeitbigingames.com/2008/10/dont-fear-the-economy-start-your-company-now/</title><link>http://makeitbigingames.com/2008/10/dont-fear-the-economy-start-your-company-now/#comment-3054257</link><description>Soup lines need entertainment too!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Tue, 14 Oct 2008 19:29:48 -0000</pubDate></item><item><title>Re: Flash Games Are Best?</title><link>http://makeitbigingames.com/2008/10/flash-games-are-best/#comment-3030129</link><description>I agree! I can relate with that comic. I have the super duper SLI 8800 GTX setup, the Xbox360, Wii, DS, etc. I spend 80% of my time playing Nintendo DS and Flash games lately it seems, or short games off XBLA. I just seem to have more fun, I'm falling out of the "curve". &lt;br&gt;&lt;br&gt;As a developer, I realized making Flash Games isn't far from the games I always wanted to make growing up. By the time I was a developer, games were getting extremely complicated, requiring legions of developers spending 2-3 years of their life to work on a tiny part of a game that only gets played for two weeks and replaced by the next hot thing that comes out. Talking to several developers of the same age at various companies I actually get the same response, they have lots more fun creating smaller, more rewarding projects.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Mon, 13 Oct 2008 17:50:22 -0000</pubDate></item><item><title>Re: Jeff Tunnell Game Library, A Lot Of Games</title><link>http://makeitbigingames.com/2008/10/jeff-tunnell-game-library-a-lot-of-games/#comment-2986095</link><description>That's a lot of games! Don't forget the GarageGames Era ones (Marble Blast Gold, Minigolf Mania, Zap, Marble Blast Ultra, Rack 'Em Up Roadtrip, Puzzle Poker, FE: Legions)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Fri, 10 Oct 2008 15:56:32 -0000</pubDate></item><item><title>Re: Tutorial: Hack for rounding corners in Photoshop</title><link>http://www.subreal.net/2008/07/29/tutorial-hack-for-rounding-corners-in-photoshop/#comment-1064924</link><description>Yeah that is totally going to screw the system</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Thu, 31 Jul 2008 16:50:09 -0000</pubDate></item><item><title>Re: Tutorial: Hack for rounding corners in Photoshop</title><link>http://www.subreal.net/2008/07/29/tutorial-hack-for-rounding-corners-in-photoshop/#comment-1055996</link><description>Thanks guys! I know it's a bit hacky with the more recent versions of photoshop, but it can be useful in the right circumstances. I'm going to try to write another tutorial tonight, not sure about what. Either how to create a shape-path Array in 3DS Max or how to create soft web 2.0 highlights in Photoshop. Still working on PBL stuff though, so depends on how late I get done. Thanks again for all the kind words, cool that someone is reading! :)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">timaste</dc:creator><pubDate>Wed, 30 Jul 2008 20:01:18 -0000</pubDate></item></channel></rss>