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	<title>Comments on: Interview with Dorian Richard (Atari)</title>
	<atom:link href="http://www.edery.org/interview-with-dorian-richard-atari/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edery.org</link>
	<description>For those interested in the business of making good video games. Entrepreneurial spirit a must.</description>
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		<title>By: Mark Soderwall</title>
		<link>http://www.edery.org/interview-with-dorian-richard-atari/comment-page-1/#comment-575</link>
		<dc:creator>Mark Soderwall</dc:creator>
		<pubDate>Mon, 27 Feb 2006 16:05:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/interview-with-dorian-richard-atari/#comment-575</guid>
		<description>As the former Senior Art Director at Atari, I&#039;ve had the GREAT pleasure of working with 
Dorian! Believe me she is one of just a handfull of producers in this entire industry I
will listen to or even recieve mentoring from. 
The advice she gives is from a passionate heart and a professionally experienced eye to
see games done right! 
I would also like to add to her &quot;They also forget to schedule the really mundane stuff&quot;
by adding in submission/approval time for assets when working with a licensed title or 
HUD and UI concept, creation and tweaking, (the HUD is in front of a player over 90% of 
the time, it requires time to be realized correctly) and lastely Sound and Localization
(the step childern of development)! 

Thanx again Dorian for your professional and personal insight! Can&#039;t wait till we work 
together again!!!</description>
		<content:encoded><![CDATA[<p>As the former Senior Art Director at Atari, I&#8217;ve had the GREAT pleasure of working with<br />
Dorian! Believe me she is one of just a handfull of producers in this entire industry I<br />
will listen to or even recieve mentoring from.<br />
The advice she gives is from a passionate heart and a professionally experienced eye to<br />
see games done right!<br />
I would also like to add to her &#8220;They also forget to schedule the really mundane stuff&#8221;<br />
by adding in submission/approval time for assets when working with a licensed title or<br />
HUD and UI concept, creation and tweaking, (the HUD is in front of a player over 90% of<br />
the time, it requires time to be realized correctly) and lastely Sound and Localization<br />
(the step childern of development)! </p>
<p>Thanx again Dorian for your professional and personal insight! Can&#8217;t wait till we work<br />
together again!!!</p>
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		<title>By: Interview with Dorian Richard of Atari about Neverwinter Nights 2 - videogamesblogger.com:</title>
		<link>http://www.edery.org/interview-with-dorian-richard-atari/comment-page-1/#comment-540</link>
		<dc:creator>Interview with Dorian Richard of Atari about Neverwinter Nights 2 - videogamesblogger.com:</dc:creator>
		<pubDate>Thu, 23 Feb 2006 15:37:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/interview-with-dorian-richard-atari/#comment-540</guid>
		<description>[...] Read the rest here. [...]</description>
		<content:encoded><![CDATA[<p>[...] Read the rest here. [...]</p>
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		<title>By: Denis - Loadinc</title>
		<link>http://www.edery.org/interview-with-dorian-richard-atari/comment-page-1/#comment-539</link>
		<dc:creator>Denis - Loadinc</dc:creator>
		<pubDate>Thu, 23 Feb 2006 14:21:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/interview-with-dorian-richard-atari/#comment-539</guid>
		<description>Great interview.
As an independent developer I would add that the following sentence also aplies to publishers (some of them tend to forget we&#039;re partners):
&quot;But developers should be aware that no matter what’s happening with the relationship, honesty is always the better policy.&quot;

Hey! No one said it was going to be easy...</description>
		<content:encoded><![CDATA[<p>Great interview.<br />
As an independent developer I would add that the following sentence also aplies to publishers (some of them tend to forget we&#8217;re partners):<br />
&#8220;But developers should be aware that no matter what’s happening with the relationship, honesty is always the better policy.&#8221;</p>
<p>Hey! No one said it was going to be easy&#8230;</p>
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		<title>By: Erick</title>
		<link>http://www.edery.org/interview-with-dorian-richard-atari/comment-page-1/#comment-531</link>
		<dc:creator>Erick</dc:creator>
		<pubDate>Wed, 22 Feb 2006 22:24:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/interview-with-dorian-richard-atari/#comment-531</guid>
		<description>Wow. This article hit all too close to home. All I can say is that
I can COMPLETELY sympathize with the &quot;inexperienced developer&quot;</description>
		<content:encoded><![CDATA[<p>Wow. This article hit all too close to home. All I can say is that<br />
I can COMPLETELY sympathize with the &#8220;inexperienced developer&#8221;</p>
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		<title>By: Philip Tan</title>
		<link>http://www.edery.org/interview-with-dorian-richard-atari/comment-page-1/#comment-503</link>
		<dc:creator>Philip Tan</dc:creator>
		<pubDate>Tue, 21 Feb 2006 08:21:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/interview-with-dorian-richard-atari/#comment-503</guid>
		<description>Indeed, good interview. I can clearly empathize with the &quot;wanting to get the contract signed&quot; motivation, as well as understand the pitfalls. Far too often, unreasonable milestones and objectives are set not because of any particular malice,  but simply due to not having spent enough time in analysis during the contract-drafting stage. Also, it&#039;s nigh-impossible to estimate timelines with any useful amount of accuracy and granularity when you&#039;re looking at dates two years out.</description>
		<content:encoded><![CDATA[<p>Indeed, good interview. I can clearly empathize with the &#8220;wanting to get the contract signed&#8221; motivation, as well as understand the pitfalls. Far too often, unreasonable milestones and objectives are set not because of any particular malice,  but simply due to not having spent enough time in analysis during the contract-drafting stage. Also, it&#8217;s nigh-impossible to estimate timelines with any useful amount of accuracy and granularity when you&#8217;re looking at dates two years out.</p>
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		<title>By: breath</title>
		<link>http://www.edery.org/interview-with-dorian-richard-atari/comment-page-1/#comment-500</link>
		<dc:creator>breath</dc:creator>
		<pubDate>Tue, 21 Feb 2006 01:46:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/interview-with-dorian-richard-atari/#comment-500</guid>
		<description>Nice conversation!  These sorts of issues seem to apply all over the software map, not just to games.  Of course, the way the industry is structured, the scheduling issues are more pressing for games.</description>
		<content:encoded><![CDATA[<p>Nice conversation!  These sorts of issues seem to apply all over the software map, not just to games.  Of course, the way the industry is structured, the scheduling issues are more pressing for games.</p>
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