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        <title>blog</title>
        <description>blog</description>
        <link>http://www.shellywarmuth.com/blog.php</link>
        <lastBuildDate>Thu, 29 Jul 2010 15:47:50 +0100</lastBuildDate>
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            <title>Cheap Redemption</title>
            <link>http://www.shellywarmuth.com/blog/cheap-redemption</link>
            <description>I can be a cheap as the next guy.&amp;nbsp; I admit that.&amp;nbsp; Yesterday, I was debating with a friend about buying &lt;i&gt;Red Dead Redemption&lt;/i&gt;.&amp;nbsp; It was available for only five dollars off of full price at GameStop, but the local Pre-Played had it priced at $40.00.&amp;nbsp; They didn't have any copies currently, but Half.com did, for the same price.&amp;nbsp; Of course, I'd have to wait for it and it would cost me $3.50 more in shipping.&amp;nbsp; My friend cut through the confusion with one very concise sentence: &quot;Depends on whether you want to give Rockstar your money or not.&quot;&amp;nbsp; Gah!&amp;nbsp; I hate you!&amp;nbsp; &lt;br&gt;&lt;br&gt;This particular friend has a way of always being right and he sure was in this case.&amp;nbsp; I wasn't thinking of it that way.&amp;nbsp; I find that players have few compelling reasons to think of things that way, either.&amp;nbsp; That's no longer true for me.&amp;nbsp; This is my industry.&amp;nbsp; I have friends in this industry.&amp;nbsp; I want to see them get paid.&amp;nbsp; Even more than that, I want them to get the recognition they deserve.&amp;nbsp; Sales numbers are more than dollar amounts.&amp;nbsp; They are statistics, metrics.&amp;nbsp; The more a game sells, the more players are affirming that they like it and want to see more like this.&amp;nbsp; &lt;br&gt;&lt;br&gt;I started asking around about this.&amp;nbsp; &quot;What makes you pay full price for a game?&quot;&amp;nbsp; For the most part, the answers were the same: re-playability and the inability to wait for a game to become available pre-played. If it was a franchise game, the love of the franchise often seems to drive players to buy it as soon as it arrives.&amp;nbsp; &lt;br&gt;&lt;br&gt;I thought about my own buying habits.&amp;nbsp; I will certainly pay more for a game that comes with a great toy.&amp;nbsp; If there are physical tie-ins to a game I'm hyped on already, my money hits the table pretty fast.&amp;nbsp; In-game content and downloads, even online play, are all pretty meaningless to me as bonus items. I want an action figure to put on the bookshelf.&amp;nbsp; I want Pandora's Box and posters and maps; concrete symbols of my geek status to add to my decor.&amp;nbsp; I also buy games that I don't want to live without, can't wait to play, and know I'll play repeatedly.&amp;nbsp; &lt;br&gt;&lt;br&gt;Players, for the most part, don't see the industry.&amp;nbsp; They see their 
wallets, and their lives.&amp;nbsp; How do we fix that?&amp;nbsp; Some developers have started to put exclusive content in their games; content that can only be accessed by the original registered owner or by paying a premium to get to it, if you've bought the game used.&amp;nbsp; An employee of GameStop stated that, in the case of &lt;i&gt;Madden&lt;/i&gt;, this is working.&amp;nbsp; Players would rather be able to play online right away than pay the premium.&amp;nbsp; If I was just a player, though, it wouldn't work for me.&amp;nbsp; Other than toys, I don't know what would?&amp;nbsp; I'm interested in the thoughts of others, though.&amp;nbsp; &lt;br&gt;&lt;br&gt;For now, I hang my head in shame.&amp;nbsp; I've let my peers down.&amp;nbsp; My one shot at redemption is finding an answer to that question....how do we get them to buy our games new?&lt;br&gt;</description>
            <pubDate>Wed, 07 Jul 2010 14:08:54 +0100</pubDate>
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            <title>Agile Game Development With Scrum</title>
            <link>http://www.shellywarmuth.com/blog/agile-game-development-with-scrum</link>
            <description>I was honored to be quoted in Clinton Keith's new book, Agile Game Development with Scrum and further honored to receive a complementary copy of the book for my library.&amp;nbsp; I have yet to finish reading it, but his writing style is light, easy to read, and offers plenty of anecdotes to drive home the point.&amp;nbsp; &lt;br&gt;</description>
            <pubDate>Mon, 31 May 2010 19:12:10 +0100</pubDate>
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            <title>Fascinating</title>
            <link>http://www.shellywarmuth.com/blog/fascinated</link>
            <description>I have spent a large part of this weekend analyzing 2 games for the DP challenge.&amp;nbsp; One of the games, &lt;i&gt;Grand Theft Auto: Liberty City Stories&lt;/i&gt;, strikes me as really poor game design even though the franchise is extremely popular and Rockstar is a well-known and popular developer.&amp;nbsp; The other, &lt;i&gt;Kick-Ass&lt;/i&gt;, is by Frozen Codebase, a small local indie company.&amp;nbsp; Based on the movie of the same title, this game hardly stands a chance of positive reviews.&amp;nbsp; In doing the DP Challenge, I found that there is not a single movie-based game on the Top 100 list.&amp;nbsp; I was surprised to find this, since I actually thought one of the &lt;i&gt;Star Wars&lt;/i&gt;-based games might have made the list.&amp;nbsp; &lt;br&gt;&lt;br&gt;&lt;i&gt;Kick-Ass&lt;/i&gt; provides polished play with solid play mechanics and yet, it will be harshly panned by reviewers.&amp;nbsp; Meanwhile, the entire &lt;i&gt;GTA&lt;/i&gt; franchise has been embraced by reviewers and the public alike despite poor physics and uninspiring missions.&amp;nbsp; I understand the reasons for this, but I still find this phenomenon both fascinating and disappointing.&lt;br&gt;</description>
            <pubDate>Sun, 02 May 2010 20:08:53 +0100</pubDate>
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            <title>Busy, Busy</title>
            <link>http://www.shellywarmuth.com/blog/busy-busy</link>
            <description>I was excited to attend the Midwest Gaming Classic on March 27th and attend a very informative IGDA meeting embedded in the Classic.&amp;nbsp; What a great time!!&amp;nbsp; On the 28th, I was able to attend the annual Midwest Regional Game Fair at ITT and listen to Billy Sweetman talk prototyping while Ben Geisler talked of changes in the industry and Norb Rozek told us how to apply for jobs without appearing totally brain damaged.&amp;nbsp; I still have to get my notes up and some articles written for Gamasutra, but, if anyone wants more information, I have plenty of it to share!&amp;nbsp; &lt;br&gt;</description>
            <pubDate>Sat, 10 Apr 2010 23:43:08 +0100</pubDate>
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            <title>Are Video Games Violent?</title>
            <link>http://www.shellywarmuth.com/blog/are-video-games-violent-</link>
            <description>&lt;table width=&quot;650&quot; border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;&lt;tbody&gt;
              
              
              
              &lt;tr&gt;
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                  &lt;p&gt;
&lt;img class=&quot;yui-img&quot; src=&quot;http://www.sundrybuzz.com/wp-content/uploads/2007/11/apples_to_apples.jpg&quot; alt=&quot;Apples to Apples Board Game&quot; title=&quot;Apples to Apples&quot; width=&quot;179&quot; align=&quot;left&quot; border=&quot;0&quot; height=&quot;182&quot; hspace=&quot;5&quot;&gt;My family and I spent the holiday weekend playing &lt;em&gt;Apples to Apples&lt;/em&gt;,
a board game in which players are holding a handful of descriptive
cards to play against a word card held by a &quot;judge&quot;.&amp;nbsp; A basic strategy
of the game is to &quot;play to the judge&quot;.&amp;nbsp; In other words, to lay a card
that you think the judge will agree describes the word they hold.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;
On one of my turns at judge, I held the word &quot;violent&quot;.&amp;nbsp; The cards laid
were hockey, the CIA, and video games.&amp;nbsp; Obviously, someone wasn't
playing to the judge.&amp;nbsp; Nonetheless, an argument ensued in favor of the
connection between video games and violence.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;
Since we had spent the afternoon checking traffic and causing spectacular damage in &lt;em&gt;Burnout Revenge&lt;/em&gt;, I was hard-pressed to immediately list games that were not violent.&amp;nbsp;&amp;nbsp;
&lt;/p&gt;
&lt;p&gt;
This brings me to the point.&amp;nbsp; Obviously, it would be incorrect, or at least inaccurate, to state&lt;img class=&quot;yui-img&quot; src=&quot;http://www.treehugger.com/PS3-flower-game.jpg&quot; alt=&quot;Flower PS3 game&quot; title=&quot;Flower: Zen Gaming&quot; width=&quot;263&quot; align=&quot;right&quot; border=&quot;0&quot; height=&quot;196&quot; hspace=&quot;5&quot;&gt;
whole-heartedly that video games are not violent.&amp;nbsp; One does not have to
stretch in the least to list a host of games across several genres
which could be considered violent.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;
Many games hold ESRB ratings that note the violence.&amp;nbsp; Indeed, even the
&quot;E&quot; Rating allows for mild violence.&amp;nbsp; The problem is that we &lt;strong&gt;&lt;em&gt;do&lt;/em&gt;&lt;/strong&gt; have to stretch to list, and occasionally describe to others, games that are not violent.&amp;nbsp; 
&lt;/p&gt;
&lt;p&gt;
The problem lies in the perception of games and the games industry as
being violent and, possibly unnecessary.&amp;nbsp; It's so much larger than a
simple question of &quot;Are video games violent?&quot;. &amp;nbsp;&amp;nbsp; Knee-jerk reactions
against the industry for violence and for, basically, a lack of
redeeming qualities, are rampant.&amp;nbsp; But, while many articles have been
written on the benefits of gaming, it still seems that we, as an
industry, lack a return knee-jerk response.&amp;nbsp;&amp;nbsp;
&lt;/p&gt;
&lt;p&gt;
&lt;img class=&quot;yui-img&quot; src=&quot;http://knitmyway.files.wordpress.com/2009/04/littlebigplanet.jpg&quot; alt=&quot;LittleBigPlanet Image&quot; title=&quot;LittleBigPlanet&quot; width=&quot;162&quot; align=&quot;left&quot; border=&quot;0&quot; height=&quot;255&quot; hspace=&quot;5&quot;&gt;Everyone
knows that video games improve eye-hand coordination. &amp;nbsp; Most people are
aware that video games challenge the imagination.&amp;nbsp; Less well-known are
the &lt;a class=&quot;&quot; href=&quot;http://www.shellywarmuth.com/http://www.gamasutra.com/blogs/ShellyWarmuth/20091105/3483/Alzheimers_and_Video_Games.php&quot; target=&quot;_blank&quot;&gt;benefits of gaming in staving off the symptoms of Alz`eimer's and dementia&lt;/a&gt;. &amp;nbsp;&amp;nbsp; 
&lt;/p&gt;
&lt;p&gt;
Some of the general public are completley unaware of the creative aspects of gaming such as &lt;a class=&quot;&quot; href=&quot;http://kotaku.com/5057652/three-developers-explain-littlebigplanet-level-design-to-a-7+year+old&quot; target=&quot;_blank&quot;&gt;level design in &lt;em&gt;LittleBigPlanet&lt;/em&gt;&lt;/a&gt;, &lt;a class=&quot;&quot; href=&quot;http://www.spore.com/trial&quot; target=&quot;_blank&quot;&gt;creature creation in &lt;em&gt;Spore&lt;/em&gt;&lt;/a&gt;, and modding in games such as &lt;em&gt;&lt;a class=&quot;&quot; href=&quot;http://www.shellywarmuth.com/http://nwvault.ign.com/View.php?view=nwn2modulesenglish.list&amp;amp;show_days_back=10&quot; target=&quot;_blank&quot;&gt;Neverwinter Nights&lt;/a&gt; &lt;/em&gt;and &lt;em&gt;&lt;a class=&quot;&quot; href=&quot;http://www.moddb.com/games/unreal-tournament/mods&quot; target=&quot;_blank&quot;&gt;Unreal Tournament&lt;/a&gt;&lt;/em&gt;.&amp;nbsp; Newer in the public eye are &lt;a class=&quot;&quot; href=&quot;http://www.gamefanart.com/&quot; target=&quot;_blank&quot;&gt;fan art&lt;/a&gt; and &lt;a class=&quot;&quot; href=&quot;http://www.machinima.com/&quot; target=&quot;_blank&quot;&gt;Machinima&lt;/a&gt;.&amp;nbsp; 
&lt;/p&gt;
&lt;p&gt;
Games and gaming communities inspire learning.&amp;nbsp; Teachers would be hard-pressed to find better methods to teach &lt;a class=&quot;&quot; href=&quot;http://www.worldofwarcraft.com/toplist/buttons.html&quot; target=&quot;_blank&quot;&gt;statistics&lt;/a&gt;, discovery, esoteric knowledge and resource management than the methods used in forums, walk-throughs and &lt;a class=&quot;&quot; href=&quot;http://www.wowwiki.com/Portal:Main&quot; target=&quot;_blank&quot;&gt;fan-driven wiki's&lt;/a&gt;.&amp;nbsp; Co-op play and online play improve social skills.
&lt;/p&gt;
&lt;p&gt;
Improvements in localization increase cultural awareness and
accountability.&amp;nbsp; Gamers must balance resources, think creatively,
problem-solve, be persistent, learn patience, improve timing, focus,
and make decisions.&amp;nbsp; Often, they are required to play decisively and
quickly at the same time. &lt;/p&gt;
&lt;p&gt;
&lt;em&gt;&lt;strong&gt;We&lt;/strong&gt;&lt;/em&gt; all know this.&amp;nbsp; These are skills we bring
into our every day world.&amp;nbsp; We know there is more than one way to do
things and because we already think creatively on a regular basis,
solutions are often easier to see.&amp;nbsp; We don't quit.&amp;nbsp; We don't expect
immediate gratification. &amp;nbsp; &lt;/p&gt;
&lt;p&gt;
The point is not that video games are not violent.&amp;nbsp; &lt;em&gt;&lt;strong&gt;Some&lt;/strong&gt;&lt;/em&gt; of them are.&amp;nbsp; Some, not all.&amp;nbsp; Placing &lt;em&gt;all &lt;/em&gt;games
under a stereotypical umbrella of being violent allows society as a
whole to put blinders on regarding the positive aspects of gaming.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;
Because games are perceived as violent, we, as both players and
developers, fail to improve public perception no matter how many
articles we write on the benefits of gaming.&amp;nbsp; &lt;em&gt;&lt;strong&gt;We&lt;/strong&gt;&lt;/em&gt; are the ambassadors of gaming. It is up to us, as a whole, to show the world a view beyond BFG's and glorious destruction. &amp;nbsp; &lt;br&gt;&lt;/p&gt;&lt;p&gt;&lt;i style=&quot;color: rgb(64, 127, 0);&quot;&gt;This post was featured on Gamasutra on December 29, 2009&lt;/i&gt;&lt;br&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;</description>
            <pubDate>Wed, 30 Dec 2009 10:42:30 +0100</pubDate>
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            <title>Official Announcement from HG4H</title>
            <link>http://www.shellywarmuth.com/blog/official-announcement-from-hg4h</link>
            <description>&lt;img class=&quot;yui-img&quot; src=&quot;http://www.shellywarmuth.com/resources/n18377709311_4245.jpg&quot;&gt;HG4H has made the &lt;a class=&quot;&quot; title=&quot;&quot; href=&quot;http://www.humanagames.com/#/insert_coin/&quot;&gt;official announcement&lt;/a&gt; of the game design contest on their website today.&amp;nbsp; I've also been honored, along with the other winners, by Danny Cowan on &lt;a class=&quot;&quot; title=&quot;&quot; href=&quot;http://www.shellywarmuth.com/http://www.gamasutra.com/view/news/26595/Humana_Announces_InsertCoin_Fitness_Game_Winners.php&quot;&gt;Gamasutra&lt;/a&gt;.&amp;nbsp; &lt;br&gt;</description>
            <pubDate>Tue, 22 Dec 2009 14:57:15 +0100</pubDate>
        </item>
        <item>
            <title>The Press Release for HG4H Game Design</title>
            <link>http://www.shellywarmuth.com/blog/the-press-release-for-hg4h-game-design</link>
            <description>&lt;div id=&quot;articleHeader&quot;&gt;&lt;h1&gt;&lt;img class=&quot;yui-img&quot; src=&quot;http://www.shellywarmuth.com/resources/n18377709311_4245.jpg&quot;&gt;Humana Games for Health Announces Winners of “InsertCoin” Game Idea Competition&lt;/h1&gt;

&lt;h2&gt;&lt;p class=&quot; bwtextaligncenter&quot;&gt;
      
    &lt;i&gt;
        &lt;b&gt;Healthy game idea competition draws entries designed to get 
      players moving&lt;/b&gt;&lt;/i&gt;
    
    &lt;/p&gt;&lt;/h2&gt;&lt;span class=&quot;articleCrdtLn&quot;&gt;Business Wire&lt;/span&gt;

&lt;span class=&quot;posted&quot;&gt;posted: &lt;span&gt; 8:00 AM 12/21/09&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;!-- Enhancement List size = 0 --&gt;

&lt;p&gt;
      Have you ever wanted to learn how to dance like a star? The winning 
      entry in Humana’s InsertCoin game idea competition could have you 
      showing off some fancy new dance moves. Humana Inc. (NYSE: HUM) 
      announced today its 
    &lt;a class=&quot;&quot; href=&quot;http://cts.businesswire.com/ct/CT?id=smartlink&amp;amp;url=http%3A%2F%2Fwww.humanagames.com&amp;amp;esheet=6123697&amp;amp;lan=en_US&amp;amp;anchor=Games+for+Health&amp;amp;index=1&amp;amp;md5=4bfc90da596a2d90122e84a6a2fa0e39&quot;&gt;Games 
      for Health&lt;/a&gt; team has selected the winners of this unique competition. 
      First, second and third place winners will each receive a cash prize and 
      the chance to have their idea prototyped or commercialized. Humana Games 
      for Health sponsored the competition as a way to generate new and 
      differentiating active video game concepts to positively impact the 
      health of kids, families and seniors.
    &lt;/p&gt;
&lt;p&gt;      “This competition can be considered a listening post to what gamers are 
      looking for in health games,” said Ben Sawyer, InsertCoin judge and 
      co-founder of 
    &lt;a class=&quot;&quot; href=&quot;http://cts.businesswire.com/ct/CT?id=smartlink&amp;amp;url=http%3A%2F%2Fwww.gamesforhealth.org%2F&amp;amp;esheet=6123697&amp;amp;lan=en_US&amp;amp;anchor=Games+for+Health+Project&amp;amp;index=2&amp;amp;md5=5fbe62ff011ef4f9b1d32fd778bfd59f&quot;&gt;Games 
      for Health Project&lt;/a&gt;, which spearheads the annual Games for Health 
      Conference. “Gamers want to play health games with some type of story 
      that can draw them deeper into the game experience. The winners are 
      representative of three major themes that came out among all the 
      entrants. Those were: we want some dance games that aren’t as 
      metaphorical, we want some active games with more storyline, and we want 
      games that we can take out into the world not just in our living room.”
    &lt;/p&gt;
&lt;p&gt;      The winning entry is a game called “Dance Class” and is the idea of 
      Shelly Warmuth of Green Bay, Wis. Players are taught to dance by virtual 
      dance instructor avatars. For her winning entry, Warmuth will receive 
      $5,000.
    &lt;/p&gt;
&lt;p&gt;      John Green, of Brooklyn, N.Y., submitted the second place idea called 
      “Camp Awesome.” Green’s concept is a summer camp simulator where players 
      get the full action-packed experience of a camp. Third place in the 
      competition went to Kevin Ray for the idea called “Jungle Mayhem,” an 
      activity and social based game. Green and Ray will receive $3,000 and 
      $2,000, respectively, for their winning entries.
    &lt;/p&gt;
&lt;p&gt;      “Humana’s Games for Health team is grateful to all the participants for 
      their creative submissions,” said Paul Puopolo, leader of the Games for 
      Health team. “It was a very difficult decision to pick the top three 
      entries from such a competitive field and we look forward to discussing 
      these ideas in more detail with each of the winners. This contest is 
      representative of Humana’s continued belief that game technology can be 
      used to help people lead healthier lives.”
    &lt;/p&gt;
&lt;p&gt;      InsertCoin is the latest in a series of efforts to use video game 
      technology to inspire healthy behavior. The 
    &lt;a class=&quot;&quot; href=&quot;http://cts.businesswire.com/ct/CT?id=smartlink&amp;amp;url=http%3A%2F%2Fwww.humanagames.com&amp;amp;esheet=6123697&amp;amp;lan=en_US&amp;amp;anchor=Humana+Games+for+Health&amp;amp;index=3&amp;amp;md5=aaf64664299c54e67b8e5cc70fd7d129&quot;&gt;Humana 
      Games for Health&lt;/a&gt; team also recently launched the second phase of The 
      American Horsepower Challenge, an activity based program for nearly 
      1,500 middle school players nationwide; Operation Planet Savers, an 
      activity based game that was a collaboration with Walt Disney Motion 
      Pictures; and earlier this month launched Dancetown, a dance mat game 
      for active seniors. The team believes that by making fun things healthy, 
      people of all ages can be motivated to live an active lifestyle.
    &lt;/p&gt;
&lt;p&gt;      
    &lt;span class=&quot;bwunderlinestyle&quot;&gt;
        &lt;b&gt;About Humana Games for Health&lt;/b&gt;&lt;/span&gt;
    
    &lt;/p&gt;
&lt;p&gt;      Video games can be more than just fun and entertaining – they can serve 
      as a catalyst to healthier lifestyles. The HG4H team – part of Humana’s 
      Innovation Center – creates ways for people of all ages to reach new 
      levels of health and well-being through the use of game technology. The 
      games can be used to combat obesity, provide entertaining physical 
      therapy and battle age-related physical and mental decline.
    &lt;/p&gt;</description>
            <pubDate>Thu, 31 Dec 2009 03:45:47 +0100</pubDate>
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            <title>Still busy, but excited!</title>
            <link>http://www.shellywarmuth.com/blog/still-busy-but-excited-</link>
            <description>So, I found out today that both of my game designs were in the top 5. One in first place and one in fourth or fifth.&amp;nbsp; I'm pretty excited about that.&amp;nbsp; Turns out that both are under NDA for the next 18 months, so they won't be posted anywhere or shared with anyone for a good long time.&amp;nbsp; That's ok because I was debating the concept of posting original IP as a pitch document anyway.&amp;nbsp; I have one or two on here now, but, I'm not really worried about having them developed without me.&lt;br&gt;&lt;br&gt;I'm looking forward to the IGDA Webinar on Localization tomorrow.&amp;nbsp; I should also be posting a few new games on my &lt;a class=&quot;&quot; title=&quot;&quot; href=&quot;http://www.shellywarmuth.com/dp-challenge.php&quot;&gt;DP Challenge&lt;/a&gt; here in the next few days.&amp;nbsp; And, I've started writing for &lt;a class=&quot;&quot; title=&quot;&quot; href=&quot;http://gameinformer.com/members/Kalysren/default.aspx&quot;&gt;gameinformer.com&lt;/a&gt;.&amp;nbsp; So, very busy.&amp;nbsp; But, also very excited!&lt;br&gt;</description>
            <pubDate>Tue, 01 Dec 2009 16:46:54 +0100</pubDate>
        </item>
        <item>
            <title>Busy, Busy, Busy</title>
            <link>http://www.shellywarmuth.com/blog/busy-busy-busy</link>
            <description>I attended the IGDA Meeting in Middleton this last Thursday and should be posting notes and articles on sound design and the Minimae Postmortem later this week.&amp;nbsp;&amp;nbsp; I've added five new evaluations to my&lt;a class=&quot;&quot; title=&quot;&quot; href=&quot;http://www.shellywarmuth.com/dp-challenge.php&quot;&gt; DP challenge&lt;/a&gt;, new articles to my &lt;a class=&quot;&quot; title=&quot;&quot; href=&quot;http://www.examiner.com/x-28647-Milwaukee-Video-Game-Examiner&quot;&gt;Examiner page&lt;/a&gt;, and I'm still working on an article on creating more immersive gameplay.&amp;nbsp; I'm also hoping to update my site here with the finalist game design entry that's not currently under an NDA.&amp;nbsp; Oh, and I'm set to attend the latest IGDA Webinar on December 2nd, while contemplating volunteering as a runner for this year's GDC.&amp;nbsp; Busy, so busy, but having so much fun!&lt;br&gt;</description>
            <pubDate>Mon, 23 Nov 2009 00:29:33 +0100</pubDate>
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        <item>
            <title>I Won!!!</title>
            <link>http://www.shellywarmuth.com/blog/i-won-</link>
            <description>Humana Games 4 Health has chosen my game design as the first place winner in the InsertCoin contest.&amp;nbsp; It means a substantial prize and street credit, but I hope it could lead to a job on the team!&amp;nbsp; I can't wait to play this game, but more than that, I'd like to help develop it.&lt;br&gt;</description>
            <pubDate>Fri, 13 Nov 2009 02:38:59 +0100</pubDate>
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