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	<title>Shiny Things &#187; video-games</title>
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	<description>Andrew Grant</description>
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		<title>Need ideas for Christmas? Buy my game!</title>
		<link>http://www.andrewgrant.org/2006/11/15/need-ideas-for-christmas-buy-my-game.html</link>
		<comments>http://www.andrewgrant.org/2006/11/15/need-ideas-for-christmas-buy-my-game.html#comments</comments>
		<pubDate>Wed, 15 Nov 2006 07:03:53 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[ATV]]></category>
		<category><![CDATA[Climax Racing]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[video-games]]></category>

		<guid isPermaLink="false">http://www.andrewgrant.org/2006/11/15/need-ideas-for-christmas-buy-my-game.html</guid>
		<description><![CDATA[One of the best things about working on video games is walking into a shop and&#160;seeing the finished product on the shelf. Most games are&#160;developed over 12-24 months (ATV Pro was ~18), and&#160;looking at the end result of something that was a&#160;large part of your life is&#160;a very rewarding&#160;feeling.
So far our Metacritic score is 78%, [...]]]></description>
			<content:encoded><![CDATA[<p><img height="196" alt="ATV Pro" src="http://www.andrewgrant.org/wordpress/wp-content/uploads/2006/11/WindowsLiveWriter/NeedideasforChristmasBuymygame_1091D/cover5.jpg" width="114" align="right">One of the best things about working on video games is walking into a shop and&nbsp;seeing the finished product on the shelf. Most games are&nbsp;developed over 12-24 months (ATV Pro was ~18), and&nbsp;looking at the end result of something that was a&nbsp;large part of your life is&nbsp;a very rewarding&nbsp;feeling.</p>
<p>So far our <a href="http://www.metacritic.com/games/platforms/psp/atvoffroadfurypro?q=atv" target="_blank">Metacritic score</a> is 78%, which is good but a little disappointing. I&#8217;m&nbsp;very happy with ATV Pro and feel it deserves more. I think we&#8217;ve delivered a title that really pushes the PSP and is&nbsp;fun for portable play.</p>
<p>Two of our biggest goals were to have a 60fps framerate and keep most&nbsp;loading times under 20 seconds, both of which we achieved. Very few titles on the PSP have either of these, and for a good reason &#8211; they&#8217;re hard to do! We also wanted to do something else that few other games do;&nbsp;PS2&lt;=&gt;PSP connectivity. For example;&nbsp;When unlocked, certain&nbsp;mini-games&nbsp;and vehicles can be transferred from the PSP to PS2 (and vice-versa) and played on that platform. It&#8217;s a great&nbsp;feature for people who own both versions, or have friends that do.</p>
<p>While I&#8217;m happy that ATV Pro has shipped, I&#8217;m also a little sad.&nbsp;</p>
<p><span id="more-120"></span>
<p>For close to six years now I&#8217;ve worked for Climax Racing, first in Brighton and for the last two&nbsp;years from our LA studio. When Climax Racing was <a href="http://www.mcvuk.com/newsitem.php?id=24447" target="_blank">sold to Buena Vista</a>&nbsp;my choices were either return to the UK, or remain in LA working for Climax. I chose the latter. I&#8217;m sad to leave Racing, but I&#8217;m also excited to see what the future holds.</p>
<p>Last week I moved on to a new game team.&nbsp;I can&#8217;t say what I&#8217;m working on just yet, but it&#8217;s for the PC and scheduled to ship for Thanksgiving 2007. This&#8217;ll be the first time in five years that I&#8217;m not&nbsp;working on a PlayStation title. It&#8217;s going to be a little strange, but&nbsp;I&#8217;m looking forward to it!</p>
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		<item>
		<title>10 things I hate about crunch-time in the games industry</title>
		<link>http://www.andrewgrant.org/2006/10/22/crunch-time-in-the-video-games-industry.html</link>
		<comments>http://www.andrewgrant.org/2006/10/22/crunch-time-in-the-video-games-industry.html#comments</comments>
		<pubDate>Mon, 23 Oct 2006 03:20:44 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[video-games]]></category>

		<guid isPermaLink="false">http://www.andrewgrant.org/2006/10/22/crunch-time-in-the-video-games-industry.html</guid>
		<description><![CDATA[(This post is for all the family and friends who were puzzled by my near-disappearance during August and September. I&#160;wasn&#8217;t kidding when I said I&#8217;d be busy at work for a few weeks!).
For the majority of video game developers, end of project overtime&#160;(a.k.a crunch-time) is&#160;the near-inevitable tradeoff we accept for an interesting and generally fun [...]]]></description>
			<content:encoded><![CDATA[<p class="smaller">(This post is for all the family and friends who were puzzled by my near-disappearance during August and September. I&nbsp;wasn&#8217;t kidding when I said I&#8217;d be busy at work for a few weeks!).</p>
<p>For the majority of video game developers, end of project overtime&nbsp;(a.k.a crunch-time) is&nbsp;the near-inevitable tradeoff we accept for an interesting and generally fun job. And like the Curb Your Enthusiasm <a href="http://www.hbo.com/larrydavid/episode/season4/keywords34.html" target="_blank">sketch about Hodgkin&#8217;s disease</a>, there are both&nbsp;&#8217;good&#8217; and &#8216;bad&#8217; varieties of crunch-time.&nbsp;</p>
<p>Good crunch comes close to the end of the project. There are X number of bugs preventing you shipping and the end is in sight. Another form of good crunch would be working overtime to make that last-minute-yet-terrific tweak, or&nbsp;polishing up&nbsp;the latest E3/Press/Cover-Disc demo that will be seen by thousands.</p>
<p>Bad&nbsp;crunch is very different.&nbsp;</p>
<p><span id="more-100"></span>
<p>Bad crunch&nbsp;can be summed up as the &#8220;oh fuck&#8221;&nbsp;phase of a project or milestone, the time where it&#8217;s discovered the&nbsp;amount of outstanding work&nbsp;exceeds the time remaining. In addition,&nbsp;while working on features that have not yet been completed (or started!),&nbsp;special care must be taken as the amount of QA time they will receive before release can vary from weeks to hours.&nbsp;</p>
<p>The causes of bad crunch and how they can be avoided deserve an entire post to themselves. However,&nbsp;since I&#8217;ve only recently finished my latest bout of crunch I&#8217;ll save that post till I&#8217;m feeling&nbsp;a little more objective <img src='http://www.andrewgrant.org/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> &nbsp;Instead, here are&nbsp;10 of the&nbsp;things I most dislike about crunch-time in the games industry..</p>
<ol>
<li>The final deadline&nbsp;is never really the final deadline, at least not at first.&nbsp;Attempting to guess the real deadline becomes a game of cat and mouse between the developer and the publisher.
<li>Your daily diet&nbsp;consists of cheap takeaway food, constrained to a few repeating varieties. To this day, certain Indian dishes bring back haunting memories of summer 2004.
<li>Life begins to resemble&nbsp;Groundhog Day, sans humour&nbsp;and Andi McDowell. While Bill Murray learnt to play the piano,&nbsp;your only gain will be carpal tunnel syndrome.
<li>Because the majority of games target the holiday season crunch-time, annoyingly, coincides with the last few months of summer. (We work on video games people, we don&#8217;t get enough sun as it is!)
<li>You wake up one morning and realize you&#8217;re out of fresh laundry
<li>You wake up the next morning and realize you&#8217;re still out of fresh laundry.
<li>Consumption of Coffee/Coke/Red-Bull increase to dangerous levels.&nbsp;Unofficial competitions begin to see who can brew&nbsp;the strongest, yet still drinkable, coffee.&nbsp;
<li>Some team members begin to develop an irrational dislike for&nbsp;the publisher in general, and the publishers QA team in particular.
<li>During the final month (or months), various team members will be sporadically struck by day-long bouts of unfounded optimism and utter phrases such as &#8220;we&#8217;re nearly there&#8221;, or &#8220;one last push!&#8221;. The rest of the team will take time out of bug-fixing to plot their painful deaths.
<li>After crunch is over, you still have submission to contend with.</li>
</ol>
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		</item>
		<item>
		<title>Brain Age</title>
		<link>http://www.andrewgrant.org/2006/07/13/brain-age.html</link>
		<comments>http://www.andrewgrant.org/2006/07/13/brain-age.html#comments</comments>
		<pubDate>Thu, 13 Jul 2006 17:29:53 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Distractions]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[video-games]]></category>

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		<description><![CDATA[The main reason I picked this up was to check out the hype, and because it was only $20. It&#8217;s great fun and an ideal game for a handheld, but I&#8217;m not going to tell you what my brain age is!    
]]></description>
			<content:encoded><![CDATA[<p><span style="font-size: 10pt; font-family: Tahoma">The main reason I picked this up was to check out the hype, and because it was only $20. It&#8217;s great fun and an ideal game for a handheld, but I&#8217;m not going to tell you what my brain age is! <img src='http://www.andrewgrant.org/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   </span></p>
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