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	<title>Gameblurg &#187; Inspiration</title>
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	<link>http://www.gameblurg.com</link>
	<description>Gameblurg.com is a blog dedicated to the discussion of videogames. We influence and encourage creativity in our digital universe</description>
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		<title>I wanna Move to the future, too!</title>
		<link>http://www.gameblurg.com/i-wanna-move-to-the-future-too/</link>
		<comments>http://www.gameblurg.com/i-wanna-move-to-the-future-too/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 13:17:39 +0000</pubDate>
		<dc:creator>Mauricio Bowers</dc:creator>
				<category><![CDATA[Analyze This]]></category>
		<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[ads]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Move]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[theKevinButler]]></category>

		<guid isPermaLink="false">http://www.gameblurg.com/?p=1368</guid>
		<description><![CDATA[<a href="http://www.gameblurg.com/more-fun-time/">Some time ago</a>, we celebrated Microsoft's Jane Lynch. At the time, we hadn't seen either Nintendo or Sony make a move to grab a spokesperson and create memorable ads to sell videogames, services, etc. Luckily, I was wrong, or too impatient. So impatient, that if I would have waited a few months, I would've seen this guy.


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		<slash:comments>2</slash:comments>
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		<title>Give yourself permission to paint</title>
		<link>http://www.gameblurg.com/give-yourself-permission-to-paint/</link>
		<comments>http://www.gameblurg.com/give-yourself-permission-to-paint/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 18:59:10 +0000</pubDate>
		<dc:creator>Mauricio Bowers</dc:creator>
				<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[daydreaming]]></category>
		<category><![CDATA[Howard]]></category>
		<category><![CDATA[Miyamoto]]></category>
		<category><![CDATA[painting]]></category>
		<category><![CDATA[Phillips]]></category>

		<guid isPermaLink="false">http://www.gameblurg.com/?p=1276</guid>
		<description><![CDATA[When an artist grabs a paintbrush, whatever hits the blank canvas afterward is his responsibility. If he is suddenly crippled in the middle of a project from a lack of inspiration and begins to "think instead of paint", the painting may become a disaster.

An artist can't let uncertainty and fear stifle him during in the middle of a project. An artist must continue to explore his mind and fill creative space with the results of his daydreaming.

Videogame designers go through a similar creative process. In fact, it's an exact replica of what any designer in any medium goes through.

<blockquote>I think what I learned from Mr. Miyamoto is kind of the methodical, calm, creative approach. It's not just willy-nilly ad-hoc creative approach - just closing your eyes and swirling the paintbrush.

He was very methodical in his approach to the process and highly iterative, and I think it was the secret to his success.</blockquote>

In the September 2009 edition of Game Informer, Howard Phillips recalls specific qualities that one must have during the creative process in order to create a successful product.

An important factor in creating art is losing fear. Don't fear the results of a vague and blurry experiment. Stop being so afraid to daydream at work. Lose fear in blotching your paintings. If anything will benefit from just "swirling the paintbrush", your work will. Give yourself to your dreams, calm down and start doing whatever the hell you want.


Related posts:<ol><li><a href='http://www.gameblurg.com/bad-dialog/' rel='bookmark' title='Permanent Link: Give me all the bad dialog you got'>Give me all the bad dialog you got</a></li>
</ol>]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>The world is enough</title>
		<link>http://www.gameblurg.com/the-world-is-enough/</link>
		<comments>http://www.gameblurg.com/the-world-is-enough/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 02:49:29 +0000</pubDate>
		<dc:creator>Mauricio Bowers</dc:creator>
				<category><![CDATA[Analyze This]]></category>
		<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[Damion]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[realism]]></category>
		<category><![CDATA[Schubert]]></category>

		<guid isPermaLink="false">http://www.gameblurg.com/?p=1263</guid>
		<description><![CDATA[All I want is a pretty world to excite my imagination. Ideally, if I can dive into a game and forget what time of the day it is when I come back to reality, I'm a happy camper.

<blockquote>A lot of times, people think they want realism when what they really crave is internal consistency within a given universe.</blockquote> 

In the January edition of Game Developer, <a href="http://www.zenofdesign.com/">Zen of Design</a> author Damion Schubert subtly but swiftly dissects what gamers really want in their games.

A beautifully crafted game will envelope you in a culture of its own. Just as long as you aren't peeking around the corners at work looking for zombies, you should be fine. 


Related posts:<ol><li><a href='http://www.gameblurg.com/hello-world-welcome-to-gameblurg/' rel='bookmark' title='Permanent Link: Hello world'>Hello world</a></li>
</ol>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ooh&#8230;pretty pictures</title>
		<link>http://www.gameblurg.com/ooh-pretty-pictures/</link>
		<comments>http://www.gameblurg.com/ooh-pretty-pictures/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 18:19:30 +0000</pubDate>
		<dc:creator>Mauricio Bowers</dc:creator>
				<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[200]]></category>
		<category><![CDATA[all]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[informer]]></category>
		<category><![CDATA[minimal]]></category>
		<category><![CDATA[simplistic]]></category>
		<category><![CDATA[time]]></category>

		<guid isPermaLink="false">http://www.gameblurg.com/?p=1098</guid>
		<description><![CDATA[THIS FEED IS NOT INTENDED FOR SYNDICATION! - Please visit http://www.gameblurg.com
This month, Game Informer celebrates their top 200 games of all time in unique fashion. The lure to these covers is that they strip away the normal routine of displaying teasers to the inside content and instead, reveal a simplistic showcase of their main focus [...]


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		<item>
		<title>How to sell a videogame</title>
		<link>http://www.gameblurg.com/how-to-sell-a-videogame/</link>
		<comments>http://www.gameblurg.com/how-to-sell-a-videogame/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 11:44:19 +0000</pubDate>
		<dc:creator>Mauricio Bowers</dc:creator>
				<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[advert]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[ODST]]></category>
		<category><![CDATA[trailer]]></category>

		<guid isPermaLink="false">http://www.gameblurg.com/?p=1033</guid>
		<description><![CDATA[
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Sure it feels like a recruitment call and a brainwashing tactic rolled into one gorgeous advertisement, but you'd have to admit that if Microsoft manufactured an army, you'd enroll faster than you could say Sony Entertainment.


Related posts:<ol><li><a href='http://www.gameblurg.com/on-life-support-the-role-playing-genre/' rel='bookmark' title='Permanent Link: On life support: The role-playing genre'>On life support: The role-playing genre</a></li>
<li><a href='http://www.gameblurg.com/consolidation-nation/' rel='bookmark' title='Permanent Link: Consolidation nation'>Consolidation nation</a></li>
<li><a href='http://www.gameblurg.com/videogame-diary/' rel='bookmark' title='Permanent Link: Videogame diary'>Videogame diary</a></li>
</ol>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>V for videogames</title>
		<link>http://www.gameblurg.com/v-for-videogames/</link>
		<comments>http://www.gameblurg.com/v-for-videogames/#comments</comments>
		<pubDate>Wed, 23 Sep 2009 21:38:44 +0000</pubDate>
		<dc:creator>Mauricio Bowers</dc:creator>
				<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[advertise]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[for]]></category>
		<category><![CDATA[v]]></category>
		<category><![CDATA[vendetta]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://www.gameblurg.com/?p=978</guid>
		<description><![CDATA[
<a href="http://www.flickr.com/photos/hawken/239234587/"><img src="http://www.gameblurg.com/wp-content/uploads/2009/09/vendetta1.jpg" alt="V-for-Vendetta" title="vendetta" width="553" height="346" class="size-full wp-image-981" /></a>

The launch of a videogame doesn't have to be just its date and a few late night TV ads. The event can spawn into colossal beginning for a successful franchise. With a few well executed risks, a successful game launch can set it up for unprecedented success.


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