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<rss version="2.0"><channel><title>Disqus - Latest Comments for timaste</title><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.disqus.com/the_world_is_changing8230_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.disqus.com/hey_whiners_the_iphone_market_owes_you_nothing/#comment-6973326</link><description>I think there's something to be said for balance.  The App Store is really very freeform.  I don't see how it could be more freeform unless it was on the open Internet.&lt;br&gt;&lt;br&gt;The benefits of the App Store far out way the old Developer/Publisher model.  Apple doesn't care whatsoever what your game is about so long as it isn't pornography and it isn't something which infringes upon their business model.  There have been many highly successful games which would not have met the quality standards presented by Garage Games back in the day and yet they are many times more successful financially than for instance Aerial Antics which I had worked on for a year before it got the go-ahead to be published.&lt;br&gt;&lt;br&gt;On the other end of the spectrum it takes a lot of time and energy to generate traffic on the Internet.  People may complain about the App Store but as Jeff said the Internet consists of millions of competing products, not just 25,000.  By comparison the App Store is a beautiful thing.  Apple provides millions of eyeballs for only $99 a year and a 30% cut of your sales.  You cannot possibly generate the sort of traffic you receive on the App Store for that kind of money.  An App in the App Store might be akin to a needle in a haystack but a website on the Internet is like a water molecule in the ocean.&lt;br&gt;&lt;br&gt;I have not felt restricted by the App Store creatively and at the same time I've never felt like it was impossible to get noticed.  People may not have liked certain Apps but it's apparent that they at least witnessed them.&lt;br&gt;&lt;br&gt;I guess I think these guys from Nnooo are crazy for wanting a more restricted App Store but at the same time I can't condone an indie heading for completely open waters with a web based business either.  The App Store strikes a perfect balance in my eyes.  There are a few restrictions but there's plenty of freedom to be creative.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">JeremyAlessi</dc:creator><pubDate>Sat, 07 Mar 2009 00:49:50 -0000</pubDate></item><item><title>Re: Hey Whiners, the iPhone Market Owes you Nothing</title><link>http://makeitbigingames.disqus.com/hey_whiners_the_iphone_market_owes_you_nothing/#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.disqus.com/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.disqus.com/tweaking_your_game_with_google_spreadsheets/#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://wolfireblog.disqus.com/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.disqus.com/what_is_my_game8217s_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.disqus.com/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://replicator.disqus.com/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://replicator.disqus.com/review_spore_sculptor_3d_printing_service/#comment-5050546</link><description>Tim,&lt;br&gt;&lt;br&gt;For sure, it is a very cool product. As soon as I got the first one I had 10 more ideas to try and test out the system. I am excitedly watching the development of this technology. When the price comes down and quality goes up it will be a major shakeup in the industry.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Joseph_Flaherty</dc:creator><pubDate>Sat, 10 Jan 2009 20:47:47 -0000</pubDate></item><item><title>Re: Review: Spore Sculptor 3D Printing Service</title><link>http://replicator.disqus.com/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.disqus.com/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.disqus.com/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.disqus.com/playstation_home_serial_killer_edition/#comment-4434285</link><description>I spent about 15 minutes on Google Image Search trying to find an actual serial killer/ax murderer that looked as scary or scarier than this guy, and I couldn't.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">bengarney</dc:creator><pubDate>Tue, 16 Dec 2008 15:06:18 -0000</pubDate></item><item><title>Re: PlayStation Home: Serial Killer Edition</title><link>http://coderhump.disqus.com/playstation_home_serial_killer_edition/#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.disqus.com/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.disqus.com/why_i_don8217t_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.disqus.com/thread_48/#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.disqus.com/thread_48/#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.disqus.com/thread_48/#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.disqus.com/thread_37/#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.disqus.com/thread_38/#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.disqus.com/web_service_explosion_put_out_the_fire_with_friendfeed/#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.disqus.com/thread_42/#comment-3055009</link><description>That'd be a good name for a game company. "Soup Line Entertainment."</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">bengarney</dc:creator><pubDate>Tue, 14 Oct 2008 20:08:58 -0000</pubDate></item><item><title>Re: http://makeitbigingames.com/2008/10/dont-fear-the-economy-start-your-company-now/</title><link>http://makeitbigingames.disqus.com/thread_42/#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></channel></rss>