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<channel>
	<title>videogaming247 &#187; Development</title>
	<link>http://www.videogaming247.com</link>
	<description>This is the news</description>
	<pubDate>Sat, 22 Nov 2008 12:22:53 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.2</generator>
	<language>en</language>
			<item>
		<title>Gearbox lays-off in Hell&#8217;s Highway&#8217;s wake, Pitchford admits &#8220;internal strategy&#8221; shift</title>
		<link>http://www.videogaming247.com/2008/11/22/gearbox-lays-off-in-hells-highways-wake-pitchford-admits-internal-strategy-shift/</link>
		<comments>http://www.videogaming247.com/2008/11/22/gearbox-lays-off-in-hells-highways-wake-pitchford-admits-internal-strategy-shift/#comments</comments>
		<pubDate>Sat, 22 Nov 2008 10:18:03 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[America]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Trade]]></category>

		<category><![CDATA[Aliens Colonial Marines]]></category>

		<category><![CDATA[borderlands]]></category>

		<category><![CDATA[Brothers in Arms Hell's Highway]]></category>

		<category><![CDATA[gearbox software]]></category>

		<category><![CDATA[randy pitchford]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/22/gearbox-lays-off-in-hells-highways-wake-pitchford-admits-internal-strategy-shift/</guid>
		<description><![CDATA[
Gearbox has laid-off an unspecified number of staff, apparently in the wake of lower than expected sales of Brothers in Arms: Hell&#8217;s Highway.
Studio head Randy Pitchford has released a statement, playing down the matter and confirming that its Sega Aliens games and Take-Two&#8217;s Borderlands are alive and well.
&#8220;Over the last six weeks, we’ve been adjusting [...]]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/22/gearbox-lays-off-in-hells-highways-wake-pitchford-admits-internal-strategy-shift/feed/</wfw:commentRss>
		</item>
		<item>
		<title>EEDAR: Only 4% of games ever make a profit</title>
		<link>http://www.videogaming247.com/2008/11/22/eedar-only-4-of-games-ever-make-a-profit/</link>
		<comments>http://www.videogaming247.com/2008/11/22/eedar-only-4-of-games-ever-make-a-profit/#comments</comments>
		<pubDate>Sat, 22 Nov 2008 09:37:48 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[America]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Trade]]></category>

		<category><![CDATA[EEDAR]]></category>

		<category><![CDATA[Geoffrey Zatkin]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/22/eedar-only-4-of-games-ever-make-a-profit/</guid>
		<description><![CDATA[
In an interview with Forbes, EEDAR president Geoffrey Zatkin has claimed that only a tiny portion of games on the market ever see the greener side of life.
EEDAR sells data on specific gaming features to the liks of EA, Ubisoft, and so in, in an effort to maximise chances of finding eventual money.
From the piece:
&#8220;Every [...]]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/22/eedar-only-4-of-games-ever-make-a-profit/feed/</wfw:commentRss>
		</item>
		<item>
		<title>GDC Canada 2009 dates announced</title>
		<link>http://www.videogaming247.com/2008/11/20/gdc-canada-2009-dates-announced/</link>
		<comments>http://www.videogaming247.com/2008/11/20/gdc-canada-2009-dates-announced/#comments</comments>
		<pubDate>Thu, 20 Nov 2008 07:23:29 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Canada]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[GDC Canada 2009]]></category>

		<category><![CDATA[Trade]]></category>

		<category><![CDATA[vancouver]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/20/gdc-canada-2009-dates-announced/</guid>
		<description><![CDATA[According to this Gamasutra piece, GDC Canada will take place on May 12-13 next year, to be held at the Vancouver Convention and Exposition Centre.
The organizers have also opened the call for proposals on lectures, roundtables, and panel sessions, and will accept submissions up to midnight, Friday, November 28.
Full details through the link.
]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/20/gdc-canada-2009-dates-announced/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Reggie: Third-parties don&#8217;t &#8220;get&#8221; Wii</title>
		<link>http://www.videogaming247.com/2008/11/19/reggie-third-parties-dont-get-wii/</link>
		<comments>http://www.videogaming247.com/2008/11/19/reggie-third-parties-dont-get-wii/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 13:02:10 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[Nintendo]]></category>

		<category><![CDATA[Wii]]></category>

		<category><![CDATA[reggie fils-aime]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/19/reggie-third-parties-dont-get-wii/</guid>
		<description><![CDATA[
Reggie&#8217;s explained why you don&#8217;t get the best games on Wii. Very simply, the content creators don&#8217;t &#8220;get&#8221; the machine.
&#8220;I will be able to say our licensees &#8216;get it&#8217; when their very best content is on our platform,&#8221; the Nintendo of America exec told Forbes.
&#8220;And with very few exceptions today, that&#8217;s not the case.&#8221;
Phew. Glad [...]]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/19/reggie-third-parties-dont-get-wii/feed/</wfw:commentRss>
		</item>
		<item>
		<title>EA closes Blueprint</title>
		<link>http://www.videogaming247.com/2008/11/19/ea-closes-blueprint/</link>
		<comments>http://www.videogaming247.com/2008/11/19/ea-closes-blueprint/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 08:10:43 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[America]]></category>

		<category><![CDATA[Casual]]></category>

		<category><![CDATA[Development]]></category>

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		<category><![CDATA[blueprint]]></category>

		<category><![CDATA[Neil Young]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/19/ea-closes-blueprint/</guid>
		<description><![CDATA[
EA is closing its social gaming division, Blueprint, Variety reports.
According to the site, everyone working on the clandestine project has either been laid off or moved into other areas of the company.
Blueprint was announced at GDC this year, with section lead Neil Young saying, &#8220;We want to find a new way to make games with [...]]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/19/ea-closes-blueprint/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Crytek opens Korean office</title>
		<link>http://www.videogaming247.com/2008/11/18/crytek-opens-korean-office/</link>
		<comments>http://www.videogaming247.com/2008/11/18/crytek-opens-korean-office/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 15:21:12 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[Korea]]></category>

		<category><![CDATA[Trade]]></category>

		<category><![CDATA[cryengine 2]]></category>

		<category><![CDATA[crytek]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/18/crytek-opens-korean-office/</guid>
		<description><![CDATA[
Crytek&#8217;s opened an office in Seoul, the company&#8217;s announced.
The team will be focused primarily on licensing CryENGINE.
“Establishing an office in Seoul was the logical step to expand our business in Korea as well as giving our engine licensees in this region the best possible support, through direct access to a dedicated local team,&#8221; said Faruk [...]]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/18/crytek-opens-korean-office/feed/</wfw:commentRss>
		</item>
		<item>
		<title>New Eight Days footage released</title>
		<link>http://www.videogaming247.com/2008/11/17/new-eight-days-footage-released/</link>
		<comments>http://www.videogaming247.com/2008/11/17/new-eight-days-footage-released/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 22:25:03 +0000</pubDate>
		<dc:creator>morriss</dc:creator>
		
		<category><![CDATA[Action]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[eight days]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/17/new-eight-days-footage-released/</guid>
		<description><![CDATA[
Not content with releasing a video of the Eight Days cover system last September, Jim Jagger, animator on the now-canned game, has put out a reel of the game itself in action. 
After the break, naturally. Thanks, PSU.
By Mike Bowden
]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/17/new-eight-days-footage-released/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Square Enix to open LA studio to work on new IP for 360</title>
		<link>http://www.videogaming247.com/2008/11/17/square-enix-to-open-la-studio-to-work-on-new-ip-for-360/</link>
		<comments>http://www.videogaming247.com/2008/11/17/square-enix-to-open-la-studio-to-work-on-new-ip-for-360/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 22:18:58 +0000</pubDate>
		<dc:creator>morriss</dc:creator>
		
		<category><![CDATA[America]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[Square Enix]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[los angeles]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/17/square-enix-to-open-la-studio-to-work-on-new-ip-for-360/</guid>
		<description><![CDATA[
According to job ad over on the Square Enix site, the company is looking for a 360 programmer to work in Los Angeles on an unannounced IP.
&#8220;Square Enix is seeking a game programmer with significant Xbox 360 and C++ experience,&#8221; states the ad. 
&#8220;Applicant would be joining a small initial team to build a studio [...]]]></description>
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		</item>
		<item>
		<title>Cryptic to port Champions Online and Star Trek Online to PS3?</title>
		<link>http://www.videogaming247.com/2008/11/17/cryptic-to-port-champions-online-and-star-trek-online-to-ps3/</link>
		<comments>http://www.videogaming247.com/2008/11/17/cryptic-to-port-champions-online-and-star-trek-online-to-ps3/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 22:10:19 +0000</pubDate>
		<dc:creator>morriss</dc:creator>
		
		<category><![CDATA[2K]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[PC]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[champions online]]></category>

		<category><![CDATA[crytpic studios]]></category>

		<category><![CDATA[star trek online]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/17/cryptic-to-port-champions-online-and-star-trek-online-to-ps3/</guid>
		<description><![CDATA[
According to this Craigslist ad, Cryptic Studios is looking for a PS3 programmer to help the company port Champions Online and Star Trek Online to PS3.
&#8220;We have developed a flexible, cutting edge MMO platform to power games like Champions and Star Trek Online,&#8221; says the ad. &#8220;It runs on PC and XBOX 360, - now [...]]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/17/cryptic-to-port-champions-online-and-star-trek-online-to-ps3/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Our future projects &#8220;will surprise people,&#8221; says Rare</title>
		<link>http://www.videogaming247.com/2008/11/17/our-future-projects-will-surprise-people-says-rare/</link>
		<comments>http://www.videogaming247.com/2008/11/17/our-future-projects-will-surprise-people-says-rare/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 22:03:40 +0000</pubDate>
		<dc:creator>morriss</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[Microsoft]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[Mark Betteriedge]]></category>

		<category><![CDATA[rare]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/17/our-future-projects-will-surprise-people-says-rare/</guid>
		<description><![CDATA[
Speaking in a GI interview to be published in its entirety tomorrow, Rare studio manager Mark Betteriedge has said the company&#8217;s future projects won&#8217;t be what people expect.
&#8220;It&#8217;s more about what we will do to change conventional thinking of games and entertainment,&#8221; said Betteriedge in response to a question on the firm&#8217;s future. 
&#8220;I don&#8217;t [...]]]></description>
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		</item>
		<item>
		<title>Epic wins US tech award</title>
		<link>http://www.videogaming247.com/2008/11/16/epic-wins-us-tech-award/</link>
		<comments>http://www.videogaming247.com/2008/11/16/epic-wins-us-tech-award/#comments</comments>
		<pubDate>Sun, 16 Nov 2008 09:37:16 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[America]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Trade]]></category>

		<category><![CDATA[epic]]></category>

		<category><![CDATA[North Carolina Technology Association]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/16/epic-wins-us-tech-award/</guid>
		<description><![CDATA[
Epic&#8217;s been recognised as the Top Industry Driven Technology Company of the Year by the North Carolina Technology Association (NCTA).
“We’re honored to be recognized by the NCTA as an industry leader in technology,” said Epic head Mike Capps.
“The other nominees are trailblazers in their respective fields &#8212; for a game company like Epic to be [...]]]></description>
		<wfw:commentRss>http://www.videogaming247.com/2008/11/16/epic-wins-us-tech-award/feed/</wfw:commentRss>
		</item>
		<item>
		<title>SOE &#8220;challenges&#8221; other firms to stump up game dev scholarships for women</title>
		<link>http://www.videogaming247.com/2008/11/15/soe-challenges-other-firms-to-stump-up-game-dev-scholarships-for-women/</link>
		<comments>http://www.videogaming247.com/2008/11/15/soe-challenges-other-firms-to-stump-up-game-dev-scholarships-for-women/#comments</comments>
		<pubDate>Sat, 15 Nov 2008 09:58:14 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[America]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Sony Online Entertainment]]></category>

		<category><![CDATA[G.I.R.L.]]></category>

		<category><![CDATA[Torrie Dorrell]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/15/soe-challenges-other-firms-to-stump-up-game-dev-scholarships-for-women/</guid>
		<description><![CDATA[
SOE&#8217;s asked other companies to fork out scholarships of $10,000 to give to women looking to get training in games development.
“Today, I am challenging everyone to take action to help level the playing field for women pursuing a career in video games. By donating to the G.I.R.L. scholarship, we can encourage diversity in development and [...]]]></description>
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		</item>
		<item>
		<title>Blue Mars gets release dates</title>
		<link>http://www.videogaming247.com/2008/11/14/blue-mars-gets-release-dates/</link>
		<comments>http://www.videogaming247.com/2008/11/14/blue-mars-gets-release-dates/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 20:40:23 +0000</pubDate>
		<dc:creator>morriss</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[PC]]></category>

		<category><![CDATA[avatar reality]]></category>

		<category><![CDATA[blue mars]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/14/blue-mars-gets-release-dates/</guid>
		<description><![CDATA[
Avatar Reality has told Eurogamer that CryENGINE2-enabled MMO Blue Mars will launch in April 2009.
If that&#8217;s too long for you to wait, public beta testing will begin in January.
More through the link.
By Mike Bowden
]]></description>
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		</item>
		<item>
		<title>Codemasters acquires second Swordfish studio</title>
		<link>http://www.videogaming247.com/2008/11/14/codemasters-acquires-second-swordfish-studios/</link>
		<comments>http://www.videogaming247.com/2008/11/14/codemasters-acquires-second-swordfish-studios/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 10:47:41 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Codemasters]]></category>

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		<category><![CDATA[Swordfish Studios]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/14/codemasters-acquires-second-swordfish-studios/</guid>
		<description><![CDATA[
Codemasters has bought Birmingham-based Swordfish Studios following news that the developer&#8217;s Manchester outfit was sold to Monumental Games.
The new studio will be lead by Swordfish founder Trevor Williams, and will now work on the firm&#8217;s EGO Engine.
&#8220;We are committed to growing our studio operations across multiple facilities and increasing the internal capability of Codemasters’ creative [...]]]></description>
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		</item>
		<item>
		<title>Monumental buys Fiddy developer Swordfish Studios</title>
		<link>http://www.videogaming247.com/2008/11/12/monumental-buys-fiddy-developer-swordfish-studios/</link>
		<comments>http://www.videogaming247.com/2008/11/12/monumental-buys-fiddy-developer-swordfish-studios/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 18:25:14 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Activision Blizzard]]></category>

		<category><![CDATA[Development]]></category>

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		<category><![CDATA[UK]]></category>

		<category><![CDATA[monumental games]]></category>

		<category><![CDATA[Swordfish Studios]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/12/monumental-buys-fiddy-developer-swordfish-studios/</guid>
		<description><![CDATA[
Football Superstars creator and MMO middleware developer Monumental Games has acquired Swordfish Studios, the firm&#8217;s announced.
Swordfish was previously owned by Activision, and was put out to tender during the Acti-Blizz merger.
The studio was working on 50 Cent: Blood on the Sand for PS3 and 360 before its recent &#8220;turbulence&#8221;.
No mention was made of the game [...]]]></description>
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		</item>
		<item>
		<title>Shapiro takes job as Oddworld president</title>
		<link>http://www.videogaming247.com/2008/11/12/shapiro-takes-job-as-oddworld-president/</link>
		<comments>http://www.videogaming247.com/2008/11/12/shapiro-takes-job-as-oddworld-president/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 06:30:23 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Action]]></category>

		<category><![CDATA[Adventure]]></category>

		<category><![CDATA[America]]></category>

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		<category><![CDATA[Larry Shapiro]]></category>

		<category><![CDATA[lorne lanning]]></category>

		<category><![CDATA[oddworld inhabitants]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/12/shapiro-takes-job-as-oddworld-president/</guid>
		<description><![CDATA[
According to this Variety report, former Brash chief creative office and CAA games agent Larry Shapiro has become the president of Oddworld Inhabitants.
Lorne Lanning&#8217;s developer is known to be working on a new Oddworld game - about which nothing is known yet - and the move will be seen as a sign that things are [...]]]></description>
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		</item>
		<item>
		<title>Epic Games China launches Titan Studios</title>
		<link>http://www.videogaming247.com/2008/11/11/epic-games-china-launches-titan-studios/</link>
		<comments>http://www.videogaming247.com/2008/11/11/epic-games-china-launches-titan-studios/#comments</comments>
		<pubDate>Tue, 11 Nov 2008 15:50:59 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
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		<category><![CDATA[China]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[Trade]]></category>

		<category><![CDATA[epic games china]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/11/epic-games-china-launches-titan-studios/</guid>
		<description><![CDATA[
Epic Games China&#8217;s launch Titan Studios in Seattle, a new team designed to &#8220;provide additional time zone support to partners using Epic&#8217;s outsourcing services,&#8221; according to GI.
Epic VP Jay Wilbur: &#8220;Titan Studios offers a way for intellectual property owners to leverage Unreal Engine 3 and Epic Games China&#8217;s full suite of game development services.&#8221;
&#8220;Not only [...]]]></description>
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		</item>
		<item>
		<title>Ubisoft gets Massive</title>
		<link>http://www.videogaming247.com/2008/11/10/ubisoft-gets-massive/</link>
		<comments>http://www.videogaming247.com/2008/11/10/ubisoft-gets-massive/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 21:16:20 +0000</pubDate>
		<dc:creator>morriss</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[PC]]></category>

		<category><![CDATA[Ubisoft]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[Christine Burgess-Quemard]]></category>

		<category><![CDATA[Massive Entertainment]]></category>

		<category><![CDATA[World in Conflict: Soviet Assault]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/10/ubisoft-gets-massive/</guid>
		<description><![CDATA[
Ubisoft has acquired former Acti Blizz developer Massive Entertainment, along with in-development RTS sequel Soviet Assault.
&#8220;Ubisoft is growing at an intense pace and our strategy is to ensure the strength of our global creative teams,&#8221; said Christine Burgess-Quemard, Ubisoft&#8217;s executive director of worldwide production studios. 
&#8220;Massive has put together a group of some of the [...]]]></description>
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		</item>
		<item>
		<title>Stardock to release a new game every Q1, every year for the next 5 years</title>
		<link>http://www.videogaming247.com/2008/11/10/stardock-to-release-a-new-game-every-q1-every-year-for-the-next-5-years/</link>
		<comments>http://www.videogaming247.com/2008/11/10/stardock-to-release-a-new-game-every-q1-every-year-for-the-next-5-years/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 21:10:05 +0000</pubDate>
		<dc:creator>morriss</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[PC]]></category>

		<category><![CDATA[Stardock]]></category>

		<category><![CDATA[Brad Wardell]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/10/stardock-to-release-a-new-game-every-q1-every-year-for-the-next-5-years/</guid>
		<description><![CDATA[
In an interview with Gamasutra, Stardock CEO Brad Wardell has said that the company will release a new game in Q1 every year until 2013. Ish.
&#8220;What we try to do is we want to release a title every first quarter of every year,&#8221; said Wardell. &#8220;For as far out as our schedule goes &#8212; that&#8217;s [...]]]></description>
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		</item>
		<item>
		<title>Activision buys Budcat</title>
		<link>http://www.videogaming247.com/2008/11/10/activision-buys-budcat/</link>
		<comments>http://www.videogaming247.com/2008/11/10/activision-buys-budcat/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 16:20:40 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Activision Blizzard]]></category>

		<category><![CDATA[America]]></category>

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		<category><![CDATA[budcat]]></category>

		<category><![CDATA[buyout]]></category>

		<category><![CDATA[takeover]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/10/activision-buys-budcat/</guid>
		<description><![CDATA[
Activision&#8217;s bought Guitar Hero developer Budcat, the company&#8217;s confirmed.
The Iowa-based firm has worked on various versions of Guitar Hero III: Legends of Rock, Guitar Hero: Aerosmith and Guitar Hero World Tour.
Budcat will now move on to &#8220;a new game in the Guitar Hero franchise.&#8221;
Press release after the link.
]]></description>
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		</item>
		<item>
		<title>Geomerics to light up EVE&#8217;s Walking on Stations expansion</title>
		<link>http://www.videogaming247.com/2008/11/10/geomerics-to-light-up-eves-walking-on-stations-expansion/</link>
		<comments>http://www.videogaming247.com/2008/11/10/geomerics-to-light-up-eves-walking-on-stations-expansion/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 11:47:02 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[CCP]]></category>

		<category><![CDATA[Development]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[Mac]]></category>

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		<category><![CDATA[RPG]]></category>

		<category><![CDATA[enlighten]]></category>

		<category><![CDATA[eve online]]></category>

		<category><![CDATA[Halldór Fannar]]></category>

		<category><![CDATA[walking on stations]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/10/geomerics-to-light-up-eves-walking-on-stations-expansion/</guid>
		<description><![CDATA[
Geomerics&#8217; Enlighten software is to be used in the EVE Online Walking on Stations expansion, scheduled for &#8220;2009&#8243;.
Halldór Fannar, CTO CCP, said: “Real-time computer graphics hardware has advanced greatly in the last 10 years and we’ve made good progress in the lighting methods used in games. However, optical interaction between lit surfaces has always been [...]]]></description>
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		</item>
		<item>
		<title>Newell: Meeting Miyamoto was &#8220;cool&#8221;</title>
		<link>http://www.videogaming247.com/2008/11/10/newell-meeting-miyamoto-was-cool/</link>
		<comments>http://www.videogaming247.com/2008/11/10/newell-meeting-miyamoto-was-cool/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 07:46:58 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[Jobs]]></category>

		<category><![CDATA[Valve]]></category>

		<category><![CDATA[gabe newell]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/10/newell-meeting-miyamoto-was-cool/</guid>
		<description><![CDATA[In this interview with GameCareerGuide, Valve&#8217;s Gabe Newell said it was fun meeting Shigeru Miyamoto, but he wasn&#8217;t the first big-name developer to give him the shakes.
&#8220;Meeting Mr Miyamoto was very cool, but the first time I was star-struck was when I realized the person who was asking such thoughtful questions during my Half-Life presentation [...]]]></description>
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		</item>
		<item>
		<title>Infinity Ward&#8217;s Bowling explodes at CoD5 producer&#8217;s claims: &#8220;You&#8217;re completely fucking wrong&#8221;</title>
		<link>http://www.videogaming247.com/2008/11/08/infinity-wards-bowling-explodes-at-cod5-producers-claims-youre-completely-fucking-wrong/</link>
		<comments>http://www.videogaming247.com/2008/11/08/infinity-wards-bowling-explodes-at-cod5-producers-claims-youre-completely-fucking-wrong/#comments</comments>
		<pubDate>Sat, 08 Nov 2008 06:35:50 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Action]]></category>

		<category><![CDATA[Activision Blizzard]]></category>

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		<category><![CDATA[PS3]]></category>

		<category><![CDATA[Shooter]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[Call of Duty: World at War]]></category>

		<category><![CDATA[noah weller]]></category>

		<category><![CDATA[rob bowling]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/08/infinity-wards-bowling-explodes-at-cod5-producers-claims-youre-completely-fucking-wrong/</guid>
		<description><![CDATA[
Oh dear. Infinity Ward mouthpiece Rob Bowling has directed a furious - and unmissable - blog post at Activision producer Noah Heller for comparing Call of Duty: World at War to previous Infinity Ward games.
&#8220;Can you guys please stop interviewing this guy, talk to someone who actually works on the Dev Team at Treyarch and [...]]]></description>
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		</item>
		<item>
		<title>Motorstorm dev boss: &#8220;Everybody makes such a big fucking deal&#8221; out of target renders</title>
		<link>http://www.videogaming247.com/2008/11/08/motorstorm-dev-boss-everybody-makes-such-a-big-fucking-deal-out-of-target-renders/</link>
		<comments>http://www.videogaming247.com/2008/11/08/motorstorm-dev-boss-everybody-makes-such-a-big-fucking-deal-out-of-target-renders/#comments</comments>
		<pubDate>Sat, 08 Nov 2008 06:23:36 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Development]]></category>

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		<category><![CDATA[Sony]]></category>

		<category><![CDATA[Motorstorm: Pacific Rift]]></category>

		<category><![CDATA[motostorm 2]]></category>

		<category><![CDATA[Nigel Kershaw]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/08/motorstorm-dev-boss-everybody-makes-such-a-big-fucking-deal-out-of-target-renders/</guid>
		<description><![CDATA[
Motorstorm: Pacific Rift lead designer Nigel Kershaw&#8217;s told the 1UP show that too much importance is placed on whether or not target renders can be compared to final games. Although he seemed to be a little more annoyed than that.
The quote in full:
&#8220;We always do a render. Before you do a game, you do a [...]]]></description>
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		</item>
		<item>
		<title>Quartermann: Bleszinski&#8217;s next game is survival horror</title>
		<link>http://www.videogaming247.com/2008/11/07/quartermann-bleszinskis-next-game-is-survival-horror/</link>
		<comments>http://www.videogaming247.com/2008/11/07/quartermann-bleszinskis-next-game-is-survival-horror/#comments</comments>
		<pubDate>Fri, 07 Nov 2008 06:54:02 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[Horror]]></category>

		<category><![CDATA[Hot]]></category>

		<category><![CDATA[Rumour]]></category>

		<category><![CDATA[Cliff Bleszinski]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/07/quartermann-bleszinskis-next-game-is-survival-horror/</guid>
		<description><![CDATA[EGM&#8217;s rumour chap, Quartermann, is claiming to have heard that Cliff Bleszinski next game is to be a survival horror effort.
Apparently, &#8220;the new title will mix the bloody visceral elements of Gears of War with psychological terror.&#8221;
And it could be multi-platform.
Sure it&#8217;s not Gears of War 3, Mr Quartermann? More on 1UP.
]]></description>
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		</item>
		<item>
		<title>Miyamoto: &#8220;Wii Music development was relatively easy&#8221;</title>
		<link>http://www.videogaming247.com/2008/11/07/miyamoto-wii-music-development-was-relatively-easy/</link>
		<comments>http://www.videogaming247.com/2008/11/07/miyamoto-wii-music-development-was-relatively-easy/#comments</comments>
		<pubDate>Fri, 07 Nov 2008 06:36:35 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Development]]></category>

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		<category><![CDATA[Nintendo]]></category>

		<category><![CDATA[Rhythm action]]></category>

		<category><![CDATA[Wii]]></category>

		<category><![CDATA[rolling stone]]></category>

		<category><![CDATA[shigeru miyamoto]]></category>

		<category><![CDATA[wii music]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/07/miyamoto-wii-music-development-was-relatively-easy/</guid>
		<description><![CDATA[Speaking to Rolling Stone, Nintendo super-chief Shigeru Miyamoto&#8217;s claimed that the development of Wii Music was a doddle. Well, we didn&#8217;t want to say anything, but&#8230;
&#8220;I just turned the game on one day and all of a sudden there was a cheerleader,&#8221; he said.
&#8220;From that sense I would say that Wii Music was a relatively [...]]]></description>
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		<item>
		<title>BioWare boss details sample &#8220;rescue Leia&#8221; mission from The Old Republic</title>
		<link>http://www.videogaming247.com/2008/11/06/bioware-boss-details-sample-the-old-republic-rescue-leia-mission/</link>
		<comments>http://www.videogaming247.com/2008/11/06/bioware-boss-details-sample-the-old-republic-rescue-leia-mission/#comments</comments>
		<pubDate>Thu, 06 Nov 2008 11:25:16 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Development]]></category>

		<category><![CDATA[EA]]></category>

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		<category><![CDATA[bioware]]></category>

		<category><![CDATA[Greg Zeschuk]]></category>

		<category><![CDATA[Ray Muzyka]]></category>

		<category><![CDATA[Star Wars The Old Republic]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/06/bioware-boss-details-sample-the-old-republic-rescue-leia-mission/</guid>
		<description><![CDATA[
LucasArts MMO Star Wars: The Old Republic is the biggest game BioWare&#8217;s ever made. But what are you actually going to do in it? Company bosses Ray Muzyka and Greg Zeschuk told us that you&#8217;re going to be rescuing princesses, in the name of holy God. Not actually in his name, but you know what [...]]]></description>
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		</item>
		<item>
		<title>Punters don&#8217;t take game worlds &#8220;very seriously,&#8221; says Bleszinski</title>
		<link>http://www.videogaming247.com/2008/11/06/punters-dont-take-game-worlds-very-seriously-says-bleszinski/</link>
		<comments>http://www.videogaming247.com/2008/11/06/punters-dont-take-game-worlds-very-seriously-says-bleszinski/#comments</comments>
		<pubDate>Thu, 06 Nov 2008 10:42:37 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Action]]></category>

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		<category><![CDATA[Cliff Bleszinski]]></category>

		<category><![CDATA[gears of war 2]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/06/punters-dont-take-game-worlds-very-seriously-says-bleszinski/</guid>
		<description><![CDATA[
Ubiquitous Epic mouthpiece Cliff Bleszinski has claimed that gamers don&#8217;t take that much notice of game worlds.
“One of the problems with videogamers is that they don’t take the videogame worlds very seriously,” he told Edge.
“It’s just like wink-wink, hey, it’s a videogame – whatever, right?”
And if you really don&#8217;t care about the world and plot [...]]]></description>
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		</item>
		<item>
		<title>Schafer posts original Grim Fandango design doc</title>
		<link>http://www.videogaming247.com/2008/11/06/schafer-posts-original-grim-fandango-design-doc/</link>
		<comments>http://www.videogaming247.com/2008/11/06/schafer-posts-original-grim-fandango-design-doc/#comments</comments>
		<pubDate>Thu, 06 Nov 2008 09:52:12 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
		<category><![CDATA[Adventure]]></category>

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		<category><![CDATA[double fine]]></category>

		<category><![CDATA[grim fandango]]></category>

		<category><![CDATA[Tim Schafer]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/06/schafer-posts-original-grim-fandango-design-doc/</guid>
		<description><![CDATA[
Double Fine&#8217;s Tim Schafer&#8217;s posted the original design document from Grim Fandango.
The LucasArts point and click adventure is revered by many as a classic. It was, Schafer notes, possibly a little too hard, however.
&#8220;People said the puzzles in Grim were super hard, and I’ve always maintained that this was due to a deep character flaw [...]]]></description>
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		</item>
		<item>
		<title>Juice Games to lose 30 staff</title>
		<link>http://www.videogaming247.com/2008/11/04/juice-games-to-lose-30-staff/</link>
		<comments>http://www.videogaming247.com/2008/11/04/juice-games-to-lose-30-staff/#comments</comments>
		<pubDate>Tue, 04 Nov 2008 10:46:08 +0000</pubDate>
		<dc:creator>patlike</dc:creator>
		
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		<category><![CDATA[THQ]]></category>

		<category><![CDATA[Juice Games]]></category>

		<category><![CDATA[lay-offs]]></category>

		<guid isPermaLink="false">http://www.videogaming247.com/2008/11/04/juice-games-to-lose-30-staff/</guid>
		<description><![CDATA[
GI&#8217;s reporting that UK-based Juice games is to lose 30 staff in now-confirmed cuts by THQ.
According to the site, a &#8220;high risk&#8221; project has been shelved after a year&#8217;s work.
More through there.
]]></description>
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