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		<pubDate>Mon, 15 Feb 2016 06:00:15 +0000</pubDate>
		<dc:creator><![CDATA[feng_ye]]></dc:creator>
				<category><![CDATA[国外开发者经验谈]]></category>
		<category><![CDATA[游戏评测]]></category>

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		<description><![CDATA[雾霾天应该怎样呼吸才是正确姿势？]]></description>
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		<pubDate>Wed, 09 Sep 2015 08:51:39 +0000</pubDate>
		<dc:creator><![CDATA[feng_ye]]></dc:creator>
				<category><![CDATA[市场和运营]]></category>
		<category><![CDATA[Indie Fund]]></category>
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		<category><![CDATA[独立游戏]]></category>

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		<description><![CDATA[Fig，又一个游戏众筹网站。咦，为什么说又？]]></description>
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		<pubDate>Tue, 12 May 2015 16:25:11 +0000</pubDate>
		<dc:creator><![CDATA[feng_ye]]></dc:creator>
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		<description><![CDATA[2015年5月11日，《恶魔城》的系列制作人在众筹网站kickstarter.com上公布了自他离开老东家科乐美、沉寂一年多后的第一个项目：《Bloodstained: Ritual of the Night》（权且译作：血污—夜之仪式）。当天这个项目就上了KS的主页Staff Pick]]></description>
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		<title>合谋（Cabal）:Valve开发半条命（Half-Life）中所使用的设计流程（下）</title>
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		<pubDate>Tue, 07 Apr 2015 23:28:46 +0000</pubDate>
		<dc:creator><![CDATA[J_Lu]]></dc:creator>
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		<description><![CDATA[在合谋的第二个月里，我们（“猪”）已经做了足够多的设计，可以在多个区域着手开发了。到了第三个月，我们已经有足够的内容进行游玩测试（play-test）了。]]></description>
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		<title>合谋（Cabal）:Valve开发半条命（Half-Life）中所使用的设计流程（上）</title>
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		<pubDate>Sun, 05 Apr 2015 23:34:43 +0000</pubDate>
		<dc:creator><![CDATA[J_Lu]]></dc:creator>
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		<description><![CDATA[尽管《半条命》已经名利双收了（赢得超过50项“年度游戏大奖”，在全世界卖出超过100万份），但很少有人知道该项目一开始并不顺利——事实上，Valve对于该游戏的第一次尝试已经被完全抛弃了。它顶多只能被看作是平庸之作，并且在里面犯了太多游戏里的典型错误。本文是关于团队合作的——或者说是“合谋进程”（Cabal Process）——正是这种方法让原本并不出众的《半条命》变成了如今的巨大成功。]]></description>
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		<title>GDC 2015的Expo之旅</title>
		<link>http://beaconguide.me/gdc-2015-my-expo-experience/</link>
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		<pubDate>Tue, 17 Mar 2015 15:41:41 +0000</pubDate>
		<dc:creator><![CDATA[Dai, Glenn]]></dc:creator>
				<category><![CDATA[灯塔访谈]]></category>
		<category><![CDATA[理论研究]]></category>
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		<category><![CDATA[igf]]></category>
		<category><![CDATA[igf2015]]></category>
		<category><![CDATA[VR]]></category>

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		<description><![CDATA[这次的Expo让我印象很深刻，虽然相比较去年来说，感觉上人少了一些，但是今年Expo却有两个让人不能不聊的话题——引擎大战和VR的崛起。]]></description>
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