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	<title>Comments on: What makes people successful?</title>
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	<link>http://greyaliengames.com/blog/what-makes-people-successful/</link>
	<description>Independent Game Development</description>
	<pubDate>Wed, 07 Jan 2009 13:52:16 +0000</pubDate>
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		<title>By: Grey Alien Games</title>
		<link>http://greyaliengames.com/blog/what-makes-people-successful/#comment-785</link>
		<dc:creator>Grey Alien Games</dc:creator>
		<pubDate>Sun, 17 Jun 2007 18:01:43 +0000</pubDate>
		<guid isPermaLink="false">http://greyaliengames.com/blog/what-makes-people-successful/#comment-785</guid>
		<description>Yes cloning is good for practicing.  You know the game mechanic is proven so you can focusing on getting a professional looking polished game out.  Then use those same skills to make more unique games later.</description>
		<content:encoded><![CDATA[<p>Yes cloning is good for practicing.  You know the game mechanic is proven so you can focusing on getting a professional looking polished game out.  Then use those same skills to make more unique games later.</p>
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		<title>By: Stephen</title>
		<link>http://greyaliengames.com/blog/what-makes-people-successful/#comment-784</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Fri, 15 Jun 2007 23:19:48 +0000</pubDate>
		<guid isPermaLink="false">http://greyaliengames.com/blog/what-makes-people-successful/#comment-784</guid>
		<description>I am looking forward to it. Getting out of this cloning habit :).
But the clone projects were great and a solid grounding.</description>
		<content:encoded><![CDATA[<p>I am looking forward to it. Getting out of this cloning habit :).<br />
But the clone projects were great and a solid grounding.</p>
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		<title>By: Grey Alien Games</title>
		<link>http://greyaliengames.com/blog/what-makes-people-successful/#comment-783</link>
		<dc:creator>Grey Alien Games</dc:creator>
		<pubDate>Fri, 15 Jun 2007 08:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://greyaliengames.com/blog/what-makes-people-successful/#comment-783</guid>
		<description>Yeah I did a couple of solid weeks of marketing for Holiday Bonus, then some ongoing stuff ovre time.

Casual RGP sounds great!</description>
		<content:encoded><![CDATA[<p>Yeah I did a couple of solid weeks of marketing for Holiday Bonus, then some ongoing stuff ovre time.</p>
<p>Casual RGP sounds great!</p>
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	<item>
		<title>By: Stephen</title>
		<link>http://greyaliengames.com/blog/what-makes-people-successful/#comment-782</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Fri, 15 Jun 2007 05:51:56 +0000</pubDate>
		<guid isPermaLink="false">http://greyaliengames.com/blog/what-makes-people-successful/#comment-782</guid>
		<description>Doing 2 weeks of marketing = oh boy :(. The marketing part is the hard yards for me. I am turning the marketing into a art project which probably works for me because I am a artist. I think maybe for a coder it would be harder to make marketing fun. 

My email box is loaded to the hilt with emails. Also Molipop got a bug fix as well so I have to update it from 1.01 to 1.02. More emails now :(. I just want to go back into my cave and make some new art. Looking forward to the new project starting in July :) (casual rpg and I can't wait, foaming at the mouth).</description>
		<content:encoded><![CDATA[<p>Doing 2 weeks of marketing = oh boy :(. The marketing part is the hard yards for me. I am turning the marketing into a art project which probably works for me because I am a artist. I think maybe for a coder it would be harder to make marketing fun. </p>
<p>My email box is loaded to the hilt with emails. Also Molipop got a bug fix as well so I have to update it from 1.01 to 1.02. More emails now :(. I just want to go back into my cave and make some new art. Looking forward to the new project starting in July <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> (casual rpg and I can&#8217;t wait, foaming at the mouth).</p>
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	<item>
		<title>By: Grey Alien Games</title>
		<link>http://greyaliengames.com/blog/what-makes-people-successful/#comment-781</link>
		<dc:creator>Grey Alien Games</dc:creator>
		<pubDate>Thu, 14 Jun 2007 11:22:22 +0000</pubDate>
		<guid isPermaLink="false">http://greyaliengames.com/blog/what-makes-people-successful/#comment-781</guid>
		<description>yeah good advice.  Looking fun and excitement in the hard work (and also by visualising your end goal) is a good way to get that work done well.  It's all part of the whole process of making and selling games!</description>
		<content:encoded><![CDATA[<p>yeah good advice.  Looking fun and excitement in the hard work (and also by visualising your end goal) is a good way to get that work done well.  It&#8217;s all part of the whole process of making and selling games!</p>
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	<item>
		<title>By: Stephen</title>
		<link>http://greyaliengames.com/blog/what-makes-people-successful/#comment-780</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Thu, 14 Jun 2007 11:19:10 +0000</pubDate>
		<guid isPermaLink="false">http://greyaliengames.com/blog/what-makes-people-successful/#comment-780</guid>
		<description>Marketing is a large part of becomming successful in the area of making a return. The fun part of game development is the idea stage (For me and others). Over 6 years of working with teams we would spend months in the "ideas" stage. A cool idea is very unsellable and very unplayable as well :). In 2 weeks time we will have our 2 week break which is our ideas stage for 4 products which is really fun. Then I do the hard yards and produce the design documents and place holder art for the production pipeline. 

Most people want to know for sure that game X is going to make a nice return so they can quit there job "on the release day or close to it" (bad move). Now I would love to quit my normal jobs but it is not going to happen for a while (maybe I can quit my jobs game 16 :) march 2009). The only thing we focus on here is game output matched with a 2 year plan. Also one of my positive qualities is I like doing the hard yards to get a job done. 98 % of teams get to the hard yards and quit. 

We had a big sports match here in Australia and one of the best players on the field put in a big effort (and you can tell). In fact you can't get a best player effort reward without a big effort. Marketing for me would be the boring part, but I am making it into a game as well. I am producing a marketing product (line of marketing material) in the company to be released soonish drip style. So I made my marketing fun by making it into a product I can get excited about, so I can put in the big effort.</description>
		<content:encoded><![CDATA[<p>Marketing is a large part of becomming successful in the area of making a return. The fun part of game development is the idea stage (For me and others). Over 6 years of working with teams we would spend months in the &#8220;ideas&#8221; stage. A cool idea is very unsellable and very unplayable as well :). In 2 weeks time we will have our 2 week break which is our ideas stage for 4 products which is really fun. Then I do the hard yards and produce the design documents and place holder art for the production pipeline. </p>
<p>Most people want to know for sure that game X is going to make a nice return so they can quit there job &#8220;on the release day or close to it&#8221; (bad move). Now I would love to quit my normal jobs but it is not going to happen for a while (maybe I can quit my jobs game 16 <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> march 2009). The only thing we focus on here is game output matched with a 2 year plan. Also one of my positive qualities is I like doing the hard yards to get a job done. 98 % of teams get to the hard yards and quit. </p>
<p>We had a big sports match here in Australia and one of the best players on the field put in a big effort (and you can tell). In fact you can&#8217;t get a best player effort reward without a big effort. Marketing for me would be the boring part, but I am making it into a game as well. I am producing a marketing product (line of marketing material) in the company to be released soonish drip style. So I made my marketing fun by making it into a product I can get excited about, so I can put in the big effort.</p>
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