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    <title>TIGSource: IGS '09: The Four-Hour Game Design (Cactus)</title>
    <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design</link>
    <language>en-us</language>
    <ttl>40</ttl>
    <description></description>
    <item>
      <title>IGS '09: The Four-Hour Game Design (Cactus)</title>
      <description>&lt;center&gt;&lt;a href="http://www.flickr.com/photos/tigsource/3381860629/" title="A GAME LECTURE by cactus"&gt;&lt;img src="http://farm4.static.flickr.com/3162/3381860629_1097b64937.jpg" width="500" height="313" alt="A GAME LECTURE by cactus" /&gt;&lt;/a&gt;&lt;/center&gt;&lt;br/&gt;

	&lt;p&gt;Jonatan &amp;#8220;Cactus&amp;#8221; S&#246;derstr&#246;m&amp;#8217;s lecture for the 2009 Independent Games Summit, &lt;a href="https://www.cmpevents.com/GD09/a.asp?option=C&amp;#38;V=11&amp;#38;SessID=8266" title="IGS Session: The Four-Hour Game Design by Cactus"&gt;The Four-Hour Game Design&lt;/a&gt;, opened up his bizarre creative process, revealing some of the design guidelines and key tricks that have allowed him to make more (awesome) games &lt;i&gt;per day&lt;/i&gt; than the rest of the industry combined manages to put out in a year.&lt;/p&gt;


	&lt;p&gt;It may have been the greatest presentation ever.&lt;/p&gt;


	&lt;p&gt;Starting from his Desktop, Cactus skipped over a few folders called things like &amp;#8220;Weird Porn&amp;#8221; and &amp;#8220;Nude Pictures of Me&amp;#8221; to one simply named &amp;#8220;GDC.&amp;#8221;  Within, bearing the icon of a pixelated heart, was his presentation&amp;#8230; &lt;i&gt;made in Game Maker.&lt;/i&gt;&lt;/p&gt;


	&lt;p&gt;After registering Windows Media Player live on stage to test the audio, and eventually realizing he had to un-mute his laptop, Cactus started it up.  A &lt;i&gt;Brain-Damaged Toon Underworld&lt;/i&gt; style animation began with a character only he could have drawn declaring, &amp;#8220;I &lt;span class="caps"&gt;AM INTERNET&lt;/span&gt;.&amp;#8221;&lt;/p&gt;


&lt;center&gt;&lt;a href="http://www.flickr.com/photos/tigsource/3381860651/" title="YOU WILL MAKE A GAME!"&gt;&lt;img src="http://farm4.static.flickr.com/3473/3381860651_3ecbef5d40.jpg" width="500" height="313" alt="YOU WILL MAKE A GAME!" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;I ripped some (&lt;span style="color: #F26522"&gt;&lt;span class="caps"&gt;TIGSOURCE EXCLUSIVE&lt;/span&gt;&lt;/span&gt;) screens from Cactus&amp;#8217; laptop while he was asleep, but there will eventually be a video of all the &amp;#8220;slides,&amp;#8221; or perhaps even a download of the presentation/game itself, so I won&amp;#8217;t spoil &lt;i&gt;too&lt;/i&gt; much of it now.  Here&amp;#8217;s a brief summary, in the extended:&lt;/p&gt;


&lt;center&gt;&lt;b&gt;&lt;span style="color: #F26522"&gt;&lt;span class="caps"&gt;LESSON&lt;/span&gt; #1:&lt;/span&gt;&lt;br/&gt;
Don&amp;#8217;t Make Games In Four Hours If You Stink&lt;/b&gt;&lt;br/&gt;
&lt;a href="http://www.flickr.com/photos/tigsource/3382678744/" title="NO RESPECT"&gt;&lt;img src="http://farm4.static.flickr.com/3467/3382678744_0cdc801ce9.jpg" width="500" height="313" alt="NO RESPECT" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;In the first section of the presentation, &amp;#8220;WHY,&amp;#8221; Cactus likened game development to &amp;#8220;having a baby,&amp;#8221; then proceeded to drive that metaphor &lt;i&gt;well&lt;/i&gt; past the line of any decency, with upsetting photos to boot.
Highlight: The hardest part is &amp;#8220;getting it out&amp;#8221;&amp;#8212;it&amp;#8217;s painful and the end result is often not what you expected.  (But at least you learn from it.)&lt;/p&gt;


&lt;center&gt;&lt;b&gt;&lt;span style="color: #F26522"&gt;&lt;span class="caps"&gt;LESSON&lt;/span&gt; #2:&lt;/span&gt;&lt;br/&gt;
When You Make A Game, Try To Make A Good One&lt;/b&gt;&lt;br/&gt;
&lt;a href="http://www.flickr.com/photos/tigsource/3382678914/" title="SAY WHAT?"&gt;&lt;img src="http://farm4.static.flickr.com/3452/3382678914_5afaea5dc7.jpg" width="500" height="313" alt="SAY WHAT?" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;The main points of the second section, &amp;#8220;CREATIVITY,&amp;#8221; were: Always experiment, be serious about what you&amp;#8217;re doing, renew your concepts, don&amp;#8217;t think the game &lt;i&gt;needs&lt;/i&gt; to be fun (it could be &amp;#8220;interesting or weird or just freak you out&amp;#8221;), and try to create a cohesive experience.&lt;/p&gt;


	&lt;p&gt;For times when you&amp;#8217;re not feeling creative, Cactus recommended mimicking another game, but challenging its original concept, trying to do things better in some way.  (This bit was supplemented by a trippy 3D scene of dialog between two polygonal characters, which I now know had randomized camera angles.)&lt;/p&gt;


&lt;center&gt;&lt;b&gt;&lt;span style="color: #F26522"&gt;&lt;span class="caps"&gt;LESSON&lt;/span&gt; #3:&lt;/span&gt;&lt;br/&gt;
Try To Be Original When You Make An Original Game&lt;/b&gt;&lt;br/&gt;
&lt;a href="http://www.flickr.com/photos/tigsource/3382678778/" title="RAIN EFFECT"&gt;&lt;img src="http://farm4.static.flickr.com/3446/3382678778_5aa8c053e4.jpg" width="500" height="313" alt="RAIN EFFECT" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;In the third section, &amp;#8220;GRAPHICS,&amp;#8221; Cactus outlined a number of simple ways to use your game&amp;#8217;s tech to multiply the effectiveness of basic, easy-to-produce art assets (such as sketches, pixel art, geometric shapes, and so on).  He then gave &lt;i&gt;many&lt;/i&gt; strange examples of using color &amp;#38; saturation, rotation, scaling, basic animation, flicker, movement, atmosphere (&amp;#8220;RAIN &lt;span class="caps"&gt;EFFECT&lt;/span&gt;&amp;#8221;), and other quick tricks to make the visuals considerably more interesting without too much extra work.&lt;/p&gt;


&lt;center&gt;&lt;b&gt;&lt;span style="color: #F26522"&gt;&lt;span class="caps"&gt;LESSON&lt;/span&gt; #4:&lt;/span&gt;&lt;br/&gt;
Sometimes Games Don&amp;#8217;t Have To Be Fun&lt;/b&gt;&lt;br/&gt;
&lt;a href="http://www.flickr.com/photos/tigsource/3382678674/" title="DIVERSITY"&gt;&lt;img src="http://farm4.static.flickr.com/3445/3382678674_70f9d5ba11.jpg" width="500" height="313" alt="DIVERSITY" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;In the fourth section of the presentation, &amp;#8220;GAMEPLAY,&amp;#8221; Cactus asked the age old question: &amp;#8220;Who wants to jump on an enemy &lt;i&gt;that&lt;/i&gt; many times?&amp;#8221;&lt;/p&gt;


	&lt;p&gt;He then went on to show a few minor gameplay changes in different situations that have a huge impact on the feel of the game.  For example, he played a potential horizontal shmup where you must shoot incoming square &amp;#8220;asteroids&amp;#8221; a bunch of times to destroy them.  A bit later he played an updated version that was faster, with less hits required to destroy each asteroid, and a quick explosion effect that made the game clearly more awesome.  Unfortunately, he lost pretty quickly when playing this, so he had to move on.&lt;/p&gt;


&lt;center&gt;&lt;b&gt;&lt;span style="color: #F26522"&gt;&lt;span class="caps"&gt;LESSON&lt;/span&gt; #5:&lt;/span&gt;&lt;br/&gt;
Don&amp;#8217;t Work Too Hard, You&amp;#8217;ll Get Tired&lt;/b&gt;&lt;br/&gt;
&lt;a href="http://www.flickr.com/photos/tigsource/3381860613/" title="COWBOY ADDED"&gt;&lt;img src="http://farm4.static.flickr.com/3465/3381860613_10d83f19ec.jpg" width="500" height="313" alt="COWBOY ADDED" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;In the fifth section, &amp;#8220;PREPARATIONS,&amp;#8221; Cactus gave some health advice, pointing out the critical importance of going to the bathroom, eating (but not too much, unless you want to end up in the bathroom again), having an idea ready before you start, using the right tools, and taking every shortcut possible.&lt;/p&gt;


	&lt;p&gt;If you work cleverly and take care of yourself, you won&amp;#8217;t need to work as aggressively, either, and the game will become less of a headache to pull together.&lt;/p&gt;


&lt;center&gt;&lt;b&gt;&lt;span style="color: #F26522"&gt;&lt;span class="caps"&gt;LESSON&lt;/span&gt; #6:&lt;/span&gt;&lt;br/&gt;
Games Made Of Rock Don&amp;#8217;t Always Rock&lt;/b&gt;&lt;br/&gt;
&lt;a href="http://www.flickr.com/photos/tigsource/3381860567/" title="IN PIECES"&gt;&lt;img src="http://farm4.static.flickr.com/3182/3381860567_456a187b5d.jpg" width="500" height="313" alt="IN PIECES" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;In the final section of the lecture, Cactus pointed people toward TIGForum member Dr. Petter&amp;#8217;s excellent &lt;span class="caps"&gt;SFXR&lt;/span&gt;, which he&amp;#8217;s been using for pretty much every project nowadays, and recommended collaboration with online musicians eager to compose.  (That, or stealing their music.  But if your game wins an award or something, &amp;#8220;it might be a good idea to email&amp;#8221; them about it.)&lt;/p&gt;


	&lt;p&gt;A final tip was displayed, &amp;#8220;Some Games Have Good Music,&amp;#8221; and the slideshow abruptly ended.  The audience sat in silence for moment wondering if there was going to be another curve ball, but once it was understood that the thing was &lt;i&gt;actually&lt;/i&gt; over, the room erupted into applause.&lt;/p&gt;


&lt;center&gt;&lt;a href="http://www.flickr.com/photos/tigsource/3382678856/" title="GAME LECTURE OVER"&gt;&lt;img src="http://farm4.static.flickr.com/3630/3382678856_778584404a.jpg" width="500" height="313" alt="GAME LECTURE OVER" /&gt;&lt;/a&gt;&lt;/center&gt;

	&lt;p&gt;Now, to a game developer, the direct content of this presentation didn&amp;#8217;t give &lt;i&gt;that&lt;/i&gt; much new information, but, at least for me and everyone else I talked to, &lt;i&gt;as a whole&lt;/i&gt; it was incredibly inspiring and enlightening.  I imagine a number of developers well aware of these techniques may not have thought to really use them like this.  And if anyone in the room hadn&amp;#8217;t heard of Cactus before, this must have been a knockout.  It was just as free-form, exciting, and sometimes confounding as a Cactus game, and surely one of the most interactive, unpredictable talks &lt;span class="caps"&gt;GDC&lt;/span&gt; has ever seen.&lt;/p&gt;


	&lt;p&gt;Even giving a lecture, Jonatan can&amp;#8217;t help being Cactus.&lt;/p&gt;


	&lt;p&gt;&lt;small&gt;P.S. He made, like, &lt;i&gt;forty&lt;/i&gt; more games while he was speaking.&lt;/small&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 23 Mar 2009 20:46:00 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:3b88c4ba-379b-46f2-8b1c-a3768746961e</guid>
      <author>Brandon "BMcC" McCartin</author>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design</link>
      <category>Games and Art?</category>
      <category>Homebrew</category>
      <category>Developers</category>
      <category>IGF / GDC</category>
      <category>cactus</category>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Secret Admirer</title>
      <description>&lt;p&gt;A small part of it:&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.youtube.com/watch?v=leFub-Z02kg#t" rel="nofollow"&gt;http://www.youtube.com/watch?v=leFub-Z02kg#t&lt;/a&gt;=3m30s&lt;/p&gt;</description>
      <pubDate>Sat, 28 Mar 2009 12:49:53 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:0b48be45-733e-4561-84ab-40903b9a2aa3</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27824</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Q</title>
      <description>&lt;p&gt;surz fo uz?&lt;/p&gt;</description>
      <pubDate>Fri, 27 Mar 2009 15:37:14 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:7f377807-1b75-4d42-93d5-8a9ee9ce0f38</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27816</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Q</title>
      <description>&lt;p&gt;needz moar!&lt;/p&gt;</description>
      <pubDate>Thu, 26 Mar 2009 23:22:28 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:b6f8c961-5bc1-4c97-851d-8b87f10f5b0e</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27802</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Psyco Jelly</title>
      <description>&lt;p&gt;I&amp;#8217;m a man&amp;#8230; And I want to have his babies.&lt;/p&gt;</description>
      <pubDate>Thu, 26 Mar 2009 22:15:54 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:44e87515-b294-48f2-b99c-80bf8220031d</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27801</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by crackers</title>
      <description>&lt;p&gt;I&amp;#8217;m decompiling him with my eyes.&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 23:04:57 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:07bdf3fb-3210-4bb4-ab46-e9de0a950b7f</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27729</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Xeno</title>
      <description>&lt;p&gt;quote:Vallen  said about 21 hours later:&lt;/p&gt;

&lt;p&gt;This just in, Cactus isn&#8217;t actually a person, but a project made by Game Maker in order to self-replicate.&lt;/p&gt;

&lt;p&gt;We must decompile him and learn the source!&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 22:30:55 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:132865a1-fd25-4e2b-bacc-ec7cfda1b9f8</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27725</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by r13</title>
      <description>&lt;p&gt;that&amp;#8217;s why i still believe in humanity - there are creative minds which aren&amp;#8217;t assholes at the same times&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 15:14:29 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:5321cf5c-10ea-4926-8c2a-38bd26427bb5</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27708</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Brian</title>
      <description>&lt;p&gt;Great job. Now I understand why he hasn&amp;#8217;t been able to talk lately. &lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 14:39:52 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:85431c3c-3a44-4ce0-9dea-d69bc2a70583</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27705</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Well?</title>
      <description>&lt;p&gt;Where&amp;#8217;s the section where he tells you how to make people pay for a game and then not make the game?&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 10:37:30 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:8e8425e7-9ea2-4e13-b00e-5598a6ae3754</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27699</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Dusty Spur</title>
      <description>&lt;p&gt;cool cactus. it knows what up&amp;#8230;!&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 04:23:20 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:1b747fb2-a818-4a8a-8371-1ebc637eb4d8</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27684</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by crackers</title>
      <description>&lt;p&gt;Pfft, four hours, rookie. Those dudes over at Glorious Trainwrecks do their games in two.&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 03:46:51 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:3dfb0f4d-8c99-4909-867c-8d2095ee394d</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27681</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by phu</title>
      <description>&lt;p&gt;What a freaking tease!  Here&amp;#8217;s hoping the video makes it online soon, I read this at work and was hyped to find the vid when I got home.&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 03:24:57 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:aa9b54fb-3e0b-4658-9b33-b2ab99a50810</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27680</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Gainsworth</title>
      <description>&lt;p&gt;WHY AM I NOT AT GEE DEE SEE?&lt;/p&gt;

&lt;p&gt;Answer: I am a student in Australia who does not make games so much as play them.&lt;/p&gt;

&lt;p&gt;REGARDLESS, I&amp;#8217;d love to see This. And that Rant. Oh lord I need to see that rant.&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 01:35:31 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:9994b4ea-4ae3-4494-90e9-9f7101e93bae</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27667</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Cobalt</title>
      <description>&lt;p&gt;Those are some weird-lookin&amp;#8217; sprites. They remind me of voxel technology for some reason.&lt;/p&gt;</description>
      <pubDate>Wed, 25 Mar 2009 00:06:21 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:075126c4-d1d6-4511-adfd-0773194d3b0f</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27643</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by kareemk</title>
      <description>&lt;p&gt;epic reportan
epic presentan&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 23:49:45 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:319d1691-1dd2-4291-b617-aa52e9e5a1e5</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27636</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Andy Wolff</title>
      <description>&lt;p&gt;&amp;lt;3 cactus&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 23:28:23 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:f76edc4f-48cc-4b02-b22f-5797743c07a4</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27632</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by BMcC</title>
      <description>&lt;p&gt;Hahaha, it&amp;#8217;s true.&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 22:54:32 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:a99bbaf1-ef77-4ecb-b852-04527c62ef24</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27631</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Shih Tzu</title>
      <description>&lt;p&gt;you guys Cactus has the best business card ever&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 22:01:56 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:98e064e0-62c1-4442-9468-83a2023c0473</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27629</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Melly</title>
      <description>&lt;p&gt;WE DEMAND LIVE VIDEO.&lt;/p&gt;

&lt;p&gt;@Vallen:&lt;/p&gt;

&lt;p&gt;You know, that&amp;#8217;s not a farfetched idea.&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 21:56:10 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:496b7936-7d04-4dae-90f7-2442386c832e</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27628</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by codekitchen</title>
      <description>&lt;p&gt;Video or it didn&amp;#8217;t happen!&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 21:28:27 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:ca5a254e-1379-40e6-b209-0705c31723dd</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27627</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Memphis-Ahn</title>
      <description>&lt;p&gt;Cactus&amp;#8217; games are always awesome.
Even if they&amp;#8217;re not &amp;#8220;fun&amp;#8221; they&amp;#8217;re still enjoyable, especially the freaky ones.&lt;/p&gt;

&lt;p&gt;It&amp;#8217;s interesting to find out the process behind the making of his games.&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 21:16:29 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:04568152-2ef7-481a-a50f-60b7ef020b4b</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27626</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by SkyWhy</title>
      <description>&lt;p&gt;Seriously, Cactus, can I have your underwear?&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 21:05:21 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:a0f17281-529c-4bcf-8cea-9064c93b71d0</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27625</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by hokku</title>
      <description>&lt;p&gt;He&amp;#8217;s gone from my indie game hero to my overall game development hero.&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 19:53:50 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:2ee02ad2-d51e-4634-acac-df4adae1c245</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27623</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Garbled</title>
      <description>&lt;p&gt;I am telling you, THIS KID KNOWS WHAT IS UP. He probably sneezes out games in his sleep and doesn&amp;#8217;t even realize it!&lt;/p&gt;

&lt;p&gt;I mean, he made a shoot em up with a pornographic final boss fight.&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 18:45:51 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:80c4273c-679f-4697-9c68-5a1c5ed305fc</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27619</link>
    </item>
    <item>
      <title>"IGS '09: The Four-Hour Game Design (Cactus)" by Ragnar</title>
      <description>&lt;p&gt;Anyone taped it? I REALLY want to see this.&lt;/p&gt;</description>
      <pubDate>Tue, 24 Mar 2009 18:44:46 +0000</pubDate>
      <guid isPermaLink="false">urn:uuid:ac42c496-9156-427d-929d-6c629f416d76</guid>
      <link>http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design#comment-27618</link>
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