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 <title>KEYNOTES</title>
 <link>http://www.edge-online.com/keynotes</link>
 <description>Index of promoted blog post</description>
 <language>en-us</language>
<item>
 <title>The Count of Clay</title>
 <link>http://www.edge-online.com/blogs/the-count-clay</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;Even at the more experimental fringes of the indie scene, few stray beyond the digital. But there&amp;rsquo;s little need for Maya or 3DS Max at Squashy Software: Anthony Flack uses clay to build his levels and character models, compositing separate stop-motion animations into the scene. It&amp;rsquo;s a technique he&amp;rsquo;s refined over time, from Bert The Barbarian to his latest work, the upcoming PC/XBLA title, Cletus Clay. We ask him about his methods.&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-count-clay"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-count-clay#comments</comments>
 <pubDate>Fri, 09 Jan 2009 05:25:58 -0600</pubDate>
 <dc:creator>Anthony Flack</dc:creator>
 <guid isPermaLink="false">21692 at http://www.edge-online.com</guid>
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 <title>The Implications of a Skills Gap</title>
 <link>http://www.edge-online.com/blogs/the-implications-a-skills-gap</link>
 <description>&lt;!--paging_filter--&gt;&lt;strong&gt;Over on &lt;a href="http://multiplayerblog.mtv.com/2009/01/06/must-your-game-journalists-not-stink-at-street-fighter/"&gt;MTV Multiplayer&lt;/a&gt;, games journo Stephen Totilo draws attention to how certain denizens of gaming forum NeoGaf have called him out for sucking at Street Fighter II.&lt;/strong&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-implications-a-skills-gap"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-implications-a-skills-gap#comments</comments>
 <pubDate>Wed, 07 Jan 2009 12:59:14 -0600</pubDate>
 <dc:creator>Kris Graft</dc:creator>
 <guid isPermaLink="false">21654 at http://www.edge-online.com</guid>
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 <title>Industry Focus: Recession Session</title>
 <link>http://www.edge-online.com/blogs/industry-focus-recession-session</link>
 <description>&lt;!--paging_filter--&gt;&lt;strong&gt;&lt;br /&gt;&lt;br /&gt;The entrenched mantra that tends to be rolled out from videogame industry commentators during times of economic turmoil is one of general positivity concerning the resilience of the games market to such conditions. And this viewpoint is held for some very good reasons. &lt;/strong&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/industry-focus-recession-session"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/industry-focus-recession-session#comments</comments>
 <pubDate>Wed, 07 Jan 2009 10:09:12 -0600</pubDate>
 <dc:creator>Piers Harding-Rolls</dc:creator>
 <guid isPermaLink="false">21666 at http://www.edge-online.com</guid>
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 <title>Essay Questions on Storytelling</title>
 <link>http://www.edge-online.com/blogs/essay-questions-storytelling</link>
 <description>&lt;!--paging_filter--&gt;&lt;strong&gt;Essay Question 5. In his closing keynote at MIGS 2008, Jon Blow expressed opinions about the intersection between stories and videogames. Summarise what he said and offer an opinion of your own.&lt;/strong&gt;&lt;br /&gt;Jon Blow stated that stories in videogames were a losing proposition because they were either not interactive (and therefore didn&amp;rsquo;t belong in the interactive medium) or, to the extent that they were interactive, they would always be inferior to stories authored in advance by a human mind. &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/essay-questions-storytelling"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/essay-questions-storytelling#comments</comments>
 <pubDate>Wed, 07 Jan 2009 02:39:39 -0600</pubDate>
 <dc:creator>Randy Smith</dc:creator>
 <guid isPermaLink="false">21663 at http://www.edge-online.com</guid>
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 <title>What Can Ads Teach Developers‭?</title>
 <link>http://www.edge-online.com/blogs/what-can-ads-teach-developers%E2%80%AD</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Is it false advertising when commercials strongly imply that a game is more narratively or emotionally engaging than it actually is‭? &lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/what-can-ads-teach-developers%E2%80%AD"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/what-can-ads-teach-developers%E2%80%AD#comments</comments>
 <pubDate>Tue, 06 Jan 2009 02:42:33 -0600</pubDate>
 <dc:creator>NGai Croal</dc:creator>
 <guid isPermaLink="false">21644 at http://www.edge-online.com</guid>
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 <title>Drinking Game Wisdom</title>
 <link>http://www.edge-online.com/blogs/drinking-game-wisdom</link>
 <description>&lt;!--paging_filter--&gt;&lt;meta http-equiv="CONTENT-TYPE" content="text/html; charset=utf-8"&gt;&lt;title&gt;&lt;/title&gt;&lt;meta name="GENERATOR" content="OpenOffice.org 3.0  (Win32)"&gt;&lt;style type="text/css"&gt;
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	&lt;/style&gt; &lt;p style="margin-bottom: 0cm;"&gt;&lt;strong&gt;The best game I played this month had zero polygons and no particle effects; it was unscripted, cost nothing and didn&amp;rsquo;t even require plugging in to the power.&lt;/strong&gt;&lt;br /&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/drinking-game-wisdom"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/drinking-game-wisdom#comments</comments>
 <pubDate>Sun, 04 Jan 2009 09:01:02 -0600</pubDate>
 <dc:creator>Steven Poole</dc:creator>
 <guid isPermaLink="false">21624 at http://www.edge-online.com</guid>
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<item>
 <title>Emil Pagliarulo Writes for Edge</title>
 <link>http://www.edge-online.com/blogs/emil-pagliarulo-writes-edge</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;At Bethesda, Emil Pagliarulo has worked on Morrowind&amp;nbsp; and Oblivion and is now lead designer on Fallout 3. Before working at Bethesda, he was a designer on the Thief series, and worked at Looking Glass and Ion Storm Austin.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;----------------------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;I often struggle with whether or not we as game developers should have a heightened sense of social responsibility when creating entertainment.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/emil-pagliarulo-writes-edge"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/emil-pagliarulo-writes-edge#comments</comments>
 <category domain="http://www.edge-online.com/tags/bethesda">Bethesda</category>
 <category domain="http://www.edge-online.com/tags/development">Development</category>
 <category domain="http://www.edge-online.com/tags/fallout-3">Fallout 3</category>
 <pubDate>Wed, 24 Dec 2008 10:30:00 -0600</pubDate>
 <dc:creator>Emil Pagliarulo</dc:creator>
 <guid isPermaLink="false">20805 at http://www.edge-online.com</guid>
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 <title>Gabe Newell Writes for Edge</title>
 <link>http://www.edge-online.com/blogs/gabe-newell-writes-edge</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Left4Dead released this week, and I&amp;rsquo;m extremely pleased with the reception so far. &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;We set out to create a first-person four-player game in which the action changes each time it&amp;rsquo;s played. We wanted to use procedural narrative to simulate stories because, in a multiplayer environment like this, we felt a more linear, scripted approach would not deliver in the same way. &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/gabe-newell-writes-edge"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/gabe-newell-writes-edge#comments</comments>
 <category domain="http://www.edge-online.com/tags/development">Development</category>
 <category domain="http://www.edge-online.com/tags/gabe-newell">Gabe Newell</category>
 <category domain="http://www.edge-online.com/tags/valve">Valve</category>
 <pubDate>Wed, 24 Dec 2008 08:01:00 -0600</pubDate>
 <dc:creator>Gabe Newell</dc:creator>
 <guid isPermaLink="false">21171 at http://www.edge-online.com</guid>
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<item>
 <title>John Riccitiello Writes for Edge</title>
 <link>http://www.edge-online.com/blogs/john-riccitiello-writes-edge</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;It&amp;rsquo;s no secret that, when the current generation arrived, EA went through a tough transition. But here at E3 I think we&amp;rsquo;ve shown how we&amp;rsquo;ve emerged from that challenge, stronger than ever.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Back in the 1990s, we nailed the launch of PlayStation 1. A few years later, we came through the next generation even stronger. We made a lot of the right decisions and we leveraged the things that make this company great, like our publishing strength, the quality of our IP and a focus on R&amp;amp;D.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/john-riccitiello-writes-edge"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/john-riccitiello-writes-edge#comments</comments>
 <category domain="http://www.edge-online.com/tags/electronic-arts">Electronic Arts</category>
 <category domain="http://www.edge-online.com/tags/madden">Madden</category>
 <category domain="http://www.edge-online.com/tags/spore">Spore</category>
 <pubDate>Wed, 24 Dec 2008 03:15:00 -0600</pubDate>
 <dc:creator>John Riccitiello</dc:creator>
 <guid isPermaLink="false">19073 at http://www.edge-online.com</guid>
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 <title>A Year in the Life of a Startup</title>
 <link>http://www.edge-online.com/blogs/a-year-life-a-startup</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;The transition from working FOR someone to FOR Yourself&lt;/strong&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/a-year-life-a-startup"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/a-year-life-a-startup#comments</comments>
 <pubDate>Fri, 19 Dec 2008 15:45:48 -0600</pubDate>
 <dc:creator>Jeff_Lujan</dc:creator>
 <guid isPermaLink="false">21572 at http://www.edge-online.com</guid>
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 <title>A Season of Hope</title>
 <link>http://www.edge-online.com/blogs/a-season-hope</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;James Portnow is CCO of Divide By Zero Games.&lt;br /&gt;&lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;----------------------------------&lt;br /&gt;&lt;br /&gt;There are some days that you can be unabashedly proud of our industry, some events that remind you what we could be, what we are at our very best.&amp;nbsp; Tuesday, December 9, 2008 was one of those days and the Child&amp;rsquo;s Play charity dinner was just such an event.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/a-season-hope"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/a-season-hope#comments</comments>
 <pubDate>Tue, 16 Dec 2008 20:54:47 -0600</pubDate>
 <dc:creator>James_Portnow</dc:creator>
 <guid isPermaLink="false">21526 at http://www.edge-online.com</guid>
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 <title>FIFA’s Online Future</title>
 <link>http://www.edge-online.com/blogs/fifa%E2%80%99s-online-future</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;&lt;strong&gt;David Rutter is the producer of FIFA 09 on PS3 and&amp;nbsp; Xbox 360. Working out of the largest EA studio at EA Canada in Burnaby, BC, Rutter leads a global team comprised of individuals from 18 different countries, who speak 20 different languages, all united by a passion for football. He is a native of Stevenage, UK.&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;-----------------------------------------------------------------------------------------------&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/fifa%E2%80%99s-online-future"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/fifa%E2%80%99s-online-future#comments</comments>
 <pubDate>Fri, 12 Dec 2008 15:43:00 -0600</pubDate>
 <dc:creator>David Rutter</dc:creator>
 <guid isPermaLink="false">21463 at http://www.edge-online.com</guid>
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 <title>A Few of My Least Favorite Things</title>
 <link>http://www.edge-online.com/blogs/a-few-my-least-favorite-things</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;Randy Smith is a lead game designer at EA's LA studio. His current project is a collaboration with Steven Spielberg.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;--------------------------------------------------------------------------&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/a-few-my-least-favorite-things"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/a-few-my-least-favorite-things#comments</comments>
 <pubDate>Tue, 09 Dec 2008 02:42:02 -0600</pubDate>
 <dc:creator>Randy Smith</dc:creator>
 <guid isPermaLink="false">21420 at http://www.edge-online.com</guid>
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 <title>The Pleasure of Panic</title>
 <link>http://www.edge-online.com/blogs/the-pleasure-panic</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Steven Poole is the author of Trigger Happy: the Inner Life of Videogames.&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;&lt;p&gt;---------------------------------------------------------------------------------&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-pleasure-panic"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-pleasure-panic#comments</comments>
 <pubDate>Mon, 08 Dec 2008 02:45:52 -0600</pubDate>
 <dc:creator>Steven Poole</dc:creator>
 <guid isPermaLink="false">21403 at http://www.edge-online.com</guid>
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 <title>Mobile Multiplayer Games: Where Are We Now?</title>
 <link>http://www.edge-online.com/blogs/mobile-multiplayer-games-where-are-we-now</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;&lt;span class="username"&gt;Arthur Goikhman is CEO of New York-based mobile games company Cellufun.&lt;/span&gt;&lt;/strong&gt;&lt;/em&gt;&lt;span class="username"&gt;&lt;br /&gt;------------------------------------------------------------------------------------------------------&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/mobile-multiplayer-games-where-are-we-now"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/mobile-multiplayer-games-where-are-we-now#comments</comments>
 <pubDate>Fri, 05 Dec 2008 02:37:58 -0600</pubDate>
 <dc:creator>Arthur Goikhman</dc:creator>
 <guid isPermaLink="false">21385 at http://www.edge-online.com</guid>
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 <title>Seeding Tomorrow’s 3D Artists</title>
 <link>http://www.edge-online.com/blogs/seeding-tomorrow%E2%80%99s-3d-artists</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;&lt;br /&gt;&lt;br /&gt;Immanuel Martin is Director of Sales at Luxology. He has been doing sales and business development in the Silicon Valley software companies for more than 15 years. He has been Director of Sales at Luxology for the past three years. In his spare time he spends time improving his modo modeling skills as well as working on independent film projects.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/seeding-tomorrow%E2%80%99s-3d-artists"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/seeding-tomorrow%E2%80%99s-3d-artists#comments</comments>
 <pubDate>Thu, 04 Dec 2008 02:21:59 -0600</pubDate>
 <dc:creator>Immanuel Martin</dc:creator>
 <guid isPermaLink="false">21362 at http://www.edge-online.com</guid>
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 <title>The Future for Atari</title>
 <link>http://www.edge-online.com/blogs/the-future-atari</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;&lt;br /&gt;&lt;br /&gt;Phil Harrison began his career in the late 1980s, at Mindscape. He spent many years at Sony, guiding the PlayStation through three generations. He is now president of Atari.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;-----------------------------------------------------------------&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-future-atari"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-future-atari#comments</comments>
 <pubDate>Tue, 02 Dec 2008 10:39:00 -0600</pubDate>
 <dc:creator>Phil Harrison</dc:creator>
 <guid isPermaLink="false">21323 at http://www.edge-online.com</guid>
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 <title>Michael Phelps: Gaming’s Next Big Thing?</title>
 <link>http://www.edge-online.com/blogs/michael-phelps-gaming%E2%80%99s-next-big-thing</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;b&gt;Is there hope that a game based on Phelps could be anything more than a soulless cash cow?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It recently&amp;nbsp;&lt;a style="color: rgb(39, 170, 226);" href="http://www.gamingtarget.com/article.php?artid=9118"&gt;came to light&lt;/a&gt;&amp;nbsp;in a 60 Minutes biography of Olympic gold medallist Michael Phelps that a videogame based on the swimmer and, presumably, his sporting achievements.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/michael-phelps-gaming%E2%80%99s-next-big-thing"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/michael-phelps-gaming%E2%80%99s-next-big-thing#comments</comments>
 <pubDate>Tue, 02 Dec 2008 08:49:00 -0600</pubDate>
 <dc:creator>Thom Dinsdale</dc:creator>
 <guid isPermaLink="false">21322 at http://www.edge-online.com</guid>
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 <title>The 360’s New Battleground</title>
 <link>http://www.edge-online.com/blogs/the-360%E2%80%99s-new-battleground</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;Having worked on Xbox Live since its inception in 2002 and headed up the software team that created the new 360 dashboard, Jerry Johnson has just taken a new role as general manager of Xbox Live Europe. It&amp;rsquo;s part of Microsoft&amp;rsquo;s new emphasis on catering directly to the European market instead of leading it all the way from Microsoft&amp;rsquo;s Redmond headquarters.&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-360%E2%80%99s-new-battleground"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-360%E2%80%99s-new-battleground#comments</comments>
 <category domain="http://www.edge-online.com/tags/europe">Europe</category>
 <category domain="http://www.edge-online.com/tags/nxe">NXE</category>
 <category domain="http://www.edge-online.com/tags/xbox-360">Xbox 360</category>
 <pubDate>Mon, 01 Dec 2008 04:28:40 -0600</pubDate>
 <dc:creator>Jerry Johnson</dc:creator>
 <guid isPermaLink="false">21306 at http://www.edge-online.com</guid>
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<item>
 <title>Capcom&#039;s Ben Judd on Japan</title>
 <link>http://www.edge-online.com/blogs/capcoms-ben-judd-japan</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;For those who could tear their eyes from the cosplay annex,‭ ‬this year&amp;rsquo;s TGS saw the inner turmoil of Japan&amp;rsquo;s game industry made public.‭ ‬Typically reserved executives brought passion‭ (‬and pessimism‭) ‬to their keynotes,‭ ‬while their studio booths brought little,‭ ‬the showfloor dominated by western titles.‭ ‬Stealing the biggest queues was a solid and truly global display from Capcom‭ &amp;ndash; ‬a reward,‭ ‬perhaps,‭ ‬for its steady courtship of western developers and unflappable in-house values.‭ ‬Key to those is veteran expat pr&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/capcoms-ben-judd-japan"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/capcoms-ben-judd-japan#comments</comments>
 <category domain="http://www.edge-online.com/tags/capcom">Capcom</category>
 <category domain="http://www.edge-online.com/tags/japan">Japan</category>
 <pubDate>Fri, 28 Nov 2008 02:57:31 -0600</pubDate>
 <dc:creator>Ben Judd</dc:creator>
 <guid isPermaLink="false">21289 at http://www.edge-online.com</guid>
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