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	<title>Ken Bowen - Game Designer</title>
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	<description>Portfolio and current work</description>
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		<title>Sidescroller Level Design</title>
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		<comments>http://thegame-pad.com/?p=510#comments</comments>
		<pubDate>Sun, 30 Dec 2012 05:31:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=510</guid>
		<description><![CDATA[2D Sidescroller Level Design 2D Sidescroller Level Design Creating a fun, well balanced level takes an immense amount of effort and multiple aspects of game design need to be in place before a single level is created. We aren’t going to go over all the planning (for instance, how to create a Game Design Document [...]]]></description>
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		<title>Narrative Document</title>
		<link>http://thegame-pad.com/?p=491&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=narrative-document</link>
		<comments>http://thegame-pad.com/?p=491#comments</comments>
		<pubDate>Fri, 15 Jun 2012 20:39:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Examples]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=491</guid>
		<description><![CDATA[So often times communicating HOW a player is going to feel can be difficult. One way to describe this is writing a narrative document. This is something that is just a first person account in a section of gameplay. It might have a few images but getting across the gist of how the game is [...]]]></description>
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		<title>Milestones: One Sheet</title>
		<link>http://thegame-pad.com/?p=476&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=milestones-one-sheet</link>
		<comments>http://thegame-pad.com/?p=476#comments</comments>
		<pubDate>Sat, 05 May 2012 00:39:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Milestones]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=476</guid>
		<description><![CDATA[A  &#8221;one sheet&#8221; (which typically is more than one page) helps you determine whats unique about your game and provides a good overview.  You might create a dozen of these when pitching projects to a publisher and they typically don&#8217;t take too long to create. When you are working on an internal/indie project this document [...]]]></description>
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		<title>Tutorial: Intro to Tilesets</title>
		<link>http://thegame-pad.com/?p=456&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=tutorial-intro-to-tilesets</link>
		<comments>http://thegame-pad.com/?p=456#comments</comments>
		<pubDate>Sat, 17 Dec 2011 00:38:54 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[tutorials]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=456</guid>
		<description><![CDATA[A tileset is a series of small images (tiles) that can be re-arranged, stacked, and adjusted to make a really big world with only a few images. We want to do this because images tend to increase file size and if you had a choice, would you rather paint 10tiles that are 64&#215;64? Or draw [...]]]></description>
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		<title>Polished Deliveries &#8211; Best Practices</title>
		<link>http://thegame-pad.com/?p=207&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=polished-deliveries-best-practices</link>
		<comments>http://thegame-pad.com/?p=207#comments</comments>
		<pubDate>Sat, 24 Sep 2011 04:50:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Franchises]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=207</guid>
		<description><![CDATA[When you are designing your game and your game milestones, my favorite way to develop is by polishing each feature one by one. This part is tricky to do, especially if you don&#8217;t have a lot of history built up between you and your client. They could get very nervous. The number one type of [...]]]></description>
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		<title>Gaming and Learning</title>
		<link>http://thegame-pad.com/?p=258&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gaming-and-learning</link>
		<comments>http://thegame-pad.com/?p=258#comments</comments>
		<pubDate>Sat, 22 Jan 2011 06:07:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Educational Games]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=258</guid>
		<description><![CDATA[I was really happy to see this Ted talk. I remember teaching my little brother how to read through Lunar: The Silver Star back when it was important to read the dialogue in games because it told you what to do. Through my own development, I definitely see young men skipping through all the dialogue and it [...]]]></description>
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		<title>SpaceChem: A science based indie puzzler</title>
		<link>http://thegame-pad.com/?p=254&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=spacechem-a-science-based-indie-puzzler</link>
		<comments>http://thegame-pad.com/?p=254#comments</comments>
		<pubDate>Fri, 07 Jan 2011 00:45:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Indie Games]]></category>

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		<description><![CDATA[Recently I have been working on a puzzle title called SpaceChem and we need your help. This game is really exciting to be a part of and we are very proud of how fun and interesting it is. So my request to the CA community is to do as many of these steps as you [...]]]></description>
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		<title>Feature Creep: Limbo &#8211; More evil children!</title>
		<link>http://thegame-pad.com/?p=226&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=feature-creep-limbo-more-evil-children</link>
		<comments>http://thegame-pad.com/?p=226#comments</comments>
		<pubDate>Wed, 22 Dec 2010 01:59:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Feature Creep]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=226</guid>
		<description><![CDATA[I thoroughly loved Limbo and what they did with the game. The presentation and ramp of mechanics is extremely beneficial to any game and Limbo presented an excellent representation. Skill ramping was smooth throughout the game. The player was able to experiment with each new technique (jumping, switching gravity) with remarkably little danger. Limbo then [...]]]></description>
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		<title>Franchises: Know thine own</title>
		<link>http://thegame-pad.com/?p=190&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=franchises-know-thine-own</link>
		<comments>http://thegame-pad.com/?p=190#comments</comments>
		<pubDate>Mon, 06 Dec 2010 07:25:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Franchises]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=190</guid>
		<description><![CDATA[One of the first steps is to get into your franchise. If you are new to a company or have been assigned a franchise that you may not be familiar with, start visiting by reading/watching/listening to your material. If you can&#8217;t tell me the 378th Rule of Acquisition, then you clearly don&#8217;t have what it [...]]]></description>
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		<title>Franchises: Why working on them is awesome</title>
		<link>http://thegame-pad.com/?p=188&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=franchises-why-working-on-them-is-awesome</link>
		<comments>http://thegame-pad.com/?p=188#comments</comments>
		<pubDate>Mon, 29 Nov 2010 19:00:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Franchises]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://thegame-pad.com/?p=188</guid>
		<description><![CDATA[Franchises work like this. An owner of an intellectual property (lets take the Wheel of Time series for example) has the ability to sell the rights to certain mediums at certain prices. Typically the IP comes from a media that they are totally qualified to do, in the WoT case, Robert Jordan and Brandon Sanderson [...]]]></description>
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