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	<title>in-lusio.com</title>
	<link>http://www.in-lusio.com</link>
	<description>on play</description>
	<pubDate>Sun, 17 Aug 2008 09:29:54 +0000</pubDate>
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		<title>Emotional focus as design tool</title>
		<link>http://www.in-lusio.com/2008/emotional-focus-as-design-tool/</link>
		<comments>http://www.in-lusio.com/2008/emotional-focus-as-design-tool/#comments</comments>
		<pubDate>Sat, 16 Aug 2008 11:21:52 +0000</pubDate>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		
		<category><![CDATA[Articles]]></category>

		<category><![CDATA[Design process]]></category>

		<category><![CDATA[audience]]></category>

		<category><![CDATA[choices]]></category>

		<category><![CDATA[design]]></category>

		<category><![CDATA[design goals]]></category>

		<category><![CDATA[development process]]></category>

		<category><![CDATA[Emotion]]></category>

		<category><![CDATA[experience]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[help]]></category>

		<category><![CDATA[limits]]></category>

		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://www.in-lusio.com/2008/emotional-focus-as-design-tool/</guid>
		<description><![CDATA[From the start of a concept to the little tweaking and balancing at the end of a development cycle a designer is bombarded with choices. These choices have great or small effects on how a game is experienced. These choices can be made by gut-feeling, experience, testing or based on design. Although all these options [...]]]></description>
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		</item>
		<item>
		<title>From playtime to no time</title>
		<link>http://www.in-lusio.com/2008/from-playtime-to-no-time/</link>
		<comments>http://www.in-lusio.com/2008/from-playtime-to-no-time/#comments</comments>
		<pubDate>Mon, 30 Jun 2008 06:15:37 +0000</pubDate>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		
		<category><![CDATA[Articles]]></category>

		<category><![CDATA[Design process]]></category>

		<category><![CDATA[competition]]></category>

		<category><![CDATA[failure]]></category>

		<category><![CDATA[focus]]></category>

		<category><![CDATA[Fun]]></category>

		<category><![CDATA[fun in fun out]]></category>

		<category><![CDATA[knowledge]]></category>

		<category><![CDATA[learning]]></category>

		<category><![CDATA[lessons]]></category>

		<category><![CDATA[limits]]></category>

		<category><![CDATA[playtime]]></category>

		<category><![CDATA[project]]></category>

		<category><![CDATA[value]]></category>

		<guid isPermaLink="false">http://www.in-lusio.com/2008/from-playtime-to-no-time/</guid>
		<description><![CDATA[A while back I posted the Fun in fun out article stating that having fun while creating products leads to more fun products. Although I believe this principle works, one of the ideas that emerged from this principle did not. I’m talking about Playtime, an initiative within Playlogic Game Factory to spawn new ideas, to [...]]]></description>
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		</item>
		<item>
		<title>Designing a good game designer</title>
		<link>http://www.in-lusio.com/2008/designing-a-good-game-designer/</link>
		<comments>http://www.in-lusio.com/2008/designing-a-good-game-designer/#comments</comments>
		<pubDate>Sun, 13 Apr 2008 21:13:29 +0000</pubDate>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		
		<category><![CDATA[Articles]]></category>

		<category><![CDATA[Opinion]]></category>

		<category><![CDATA[communication]]></category>

		<category><![CDATA[Creating fun]]></category>

		<category><![CDATA[focus]]></category>

		<category><![CDATA[game design skills]]></category>

		<category><![CDATA[game design theory]]></category>

		<category><![CDATA[game designer]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[good game designer]]></category>

		<category><![CDATA[interaction design]]></category>

		<category><![CDATA[knowledge]]></category>

		<category><![CDATA[leader]]></category>

		<category><![CDATA[motivator]]></category>

		<category><![CDATA[originality]]></category>

		<category><![CDATA[pragmatic]]></category>

		<guid isPermaLink="false">http://www.in-lusio.com/2008/designing-a-good-game-designer/</guid>
		<description><![CDATA[What makes a good game designer? How is it possible to judge a game designer? The game design profession is traditionally not something that you’re hired for straight out of school. Game designers start out as programmers, testers or any other field within the game development process. As game designer you’re responsible for the core [...]]]></description>
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		</item>
		<item>
		<title>Scale of authorship</title>
		<link>http://www.in-lusio.com/2008/scale-of-authorship/</link>
		<comments>http://www.in-lusio.com/2008/scale-of-authorship/#comments</comments>
		<pubDate>Tue, 19 Feb 2008 03:33:26 +0000</pubDate>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		
		<category><![CDATA[Articles]]></category>

		<category><![CDATA[Design theory]]></category>

		<category><![CDATA[authorship]]></category>

		<category><![CDATA[customization]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[Play]]></category>

		<category><![CDATA[player involvement]]></category>

		<category><![CDATA[puzzles]]></category>

		<category><![CDATA[scale]]></category>

		<category><![CDATA[theory]]></category>

		<category><![CDATA[toys]]></category>

		<guid isPermaLink="false">http://www.in-lusio.com/2008/scale-of-authorship/</guid>
		<description><![CDATA[As a designer of games I always strive to have a deeper understanding of what it is that I’m designing. What are games? What is play? What is fun?
My latest attempt at answering these questions started at the Tale of tales website. The discussion was actually on a different subject but for me it turned [...]]]></description>
		<wfw:commentRss>http://www.in-lusio.com/2008/scale-of-authorship/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Guide: the concept document</title>
		<link>http://www.in-lusio.com/2008/guide-the-concept-document/</link>
		<comments>http://www.in-lusio.com/2008/guide-the-concept-document/#comments</comments>
		<pubDate>Tue, 08 Jan 2008 22:48:01 +0000</pubDate>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		
		<category><![CDATA[Design process]]></category>

		<category><![CDATA[Guides]]></category>

		<category><![CDATA[Concept]]></category>

		<category><![CDATA[Document]]></category>

		<category><![CDATA[documentation]]></category>

		<category><![CDATA[game creation]]></category>

		<category><![CDATA[game idea]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[Guide]]></category>

		<category><![CDATA[How to write a concept document]]></category>

		<category><![CDATA[process]]></category>

		<category><![CDATA[promote games]]></category>

		<category><![CDATA[sell games]]></category>

		<guid isPermaLink="false">http://www.in-lusio.com/2008/guide-the-concept-document/</guid>
		<description><![CDATA[The following guide could proof to be useful for anybody willing to take their game idea a step further. It formalizes your game idea, checks to see if you have thought about the basics and may even help you promote your game idea.
This guide is written with Sony and Microsoft guidelines for concept approval processes [...]]]></description>
		<wfw:commentRss>http://www.in-lusio.com/2008/guide-the-concept-document/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Fun in fun out</title>
		<link>http://www.in-lusio.com/2008/fun-in-fun-out/</link>
		<comments>http://www.in-lusio.com/2008/fun-in-fun-out/#comments</comments>
		<pubDate>Fri, 04 Jan 2008 14:56:20 +0000</pubDate>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		
		<category><![CDATA[Articles]]></category>

		<category><![CDATA[Design process]]></category>

		<category><![CDATA[Creating fun]]></category>

		<category><![CDATA[Experiment]]></category>

		<category><![CDATA[Fun]]></category>

		<category><![CDATA[Game creation process]]></category>

		<category><![CDATA[Having fun at work]]></category>

		<category><![CDATA[Work methodology]]></category>

		<category><![CDATA[Working in the games industry]]></category>

		<guid isPermaLink="false">http://www.in-lusio.com/2008/fun-in-fun-out/</guid>
		<description><![CDATA[Fun in fun out is a very simply idea that I like to work by. It simply means that if you enjoy what you are doing, the result is going to be better and more enjoyable. I&#8217;ve always believed that it is important for people to do what they enjoy. It&#8217;s a lesson I learned [...]]]></description>
		<wfw:commentRss>http://www.in-lusio.com/2008/fun-in-fun-out/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Serious games, boring fun</title>
		<link>http://www.in-lusio.com/2007/serious-games-boring-fun/</link>
		<comments>http://www.in-lusio.com/2007/serious-games-boring-fun/#comments</comments>
		<pubDate>Mon, 31 Dec 2007 22:01:38 +0000</pubDate>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		
		<category><![CDATA[Articles]]></category>

		<category><![CDATA[Opinion]]></category>

		<category><![CDATA[applied games]]></category>

		<category><![CDATA[contributing to culture]]></category>

		<category><![CDATA[Culture]]></category>

		<category><![CDATA[discussion]]></category>

		<category><![CDATA[Edutainment]]></category>

		<category><![CDATA[games and learning]]></category>

		<category><![CDATA[games as art]]></category>

		<category><![CDATA[Paradox]]></category>

		<category><![CDATA[Persuasive games]]></category>

		<category><![CDATA[Semantics]]></category>

		<category><![CDATA[serious games]]></category>

		<category><![CDATA[Simulations]]></category>

		<category><![CDATA[Terminology]]></category>

		<category><![CDATA[value of games]]></category>

		<guid isPermaLink="false">http://www.in-lusio.com/2007/serious-games-boring-fun/</guid>
		<description><![CDATA[The term serious games became widely used around the year 2002 and covers advergaming, edutainment, game-based learning, simulations, diverted games, persuasive games and organizational games. These games all have another purpose besides entertainment; using game-like technology to overcome problems found in attracting new audiences for certain goals, getting kids to learn, understanding politics and what [...]]]></description>
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