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 <title>I&#039;m Game: Most Read Posts</title>
 <link>http://www.awn.com/</link>
 <description>Blog Listing.</description>
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 <title>The New Mobile Landscape</title>
 <link>http://www.awn.com/blogs/im-game/new-mobile-landscape</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;The word “convergence” won’t mean quite the same thing to the next generation as it does to us. That’s because kids today will come of age in a time when phones were used to play video games, computers could double as a private movie house, and televisions were flipped on to browse the Web. Unlike us, they’ll be living in a world where “ubiquity” is the word -- surrounded by devices.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/new-mobile-landscape&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/new-mobile-landscape#comments</comments>
 <pubDate>Thu, 26 Jan 2012 11:44:37 -0800</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">107995 at http://www.awn.com</guid>
</item>
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 <title>Electronic Arts Incorporates Social Action Into New SimCity Game</title>
 <link>http://www.awn.com/blogs/im-game/electronic-arts-incorporates-social-action-new-simcity-game</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;One of the themes at this year’s Game Developers Conference was games for change. Electronic Arts took this concept to heart with the development of SimCity, a new PC-exclusive, 3D reboot of the franchise from Maxis that’s scheduled to ship in 2013.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/electronic-arts-incorporates-social-action-new-simcity-game&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/electronic-arts-incorporates-social-action-new-simcity-game#comments</comments>
 <pubDate>Tue, 20 Mar 2012 14:46:28 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">109896 at http://www.awn.com</guid>
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 <title>Talking Tech Tactics With Football Manager 2011</title>
 <link>http://www.awn.com/blogs/im-game/talking-tech-tactics-football-manager-2011</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;In Football Manager 2011, players manage their favorite team from some 50 global leagues, buy and sell players and interact with the press and plan tactics - all with the ultimate goal of topping the league and filling the boardroom trophy cabinet at the end of the season. The game’s 3D match engine lets players watch every bout in real time, taking the game far beyond its previous 2D top-down presentation toward something ever closer to the real thing.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/talking-tech-tactics-football-manager-2011&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/talking-tech-tactics-football-manager-2011#comments</comments>
 <pubDate>Wed, 02 Mar 2011 12:08:05 -0800</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">97496 at http://www.awn.com</guid>
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 <title>Building Games With Corona SDK</title>
 <link>http://www.awn.com/blogs/im-game/building-games-corona-sdk</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;Mobile game developers are beating a path to Corona SDK, a development platform built upon such components as OpenGL, OpenAL and the Lua cross-platform programming language. I recently talked to Don-Duong Quach, a programmer and co-founder of Cannon Cat developer Loqheart, about his use of Corona SDK.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/building-games-corona-sdk&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/building-games-corona-sdk#comments</comments>
 <pubDate>Mon, 20 Aug 2012 17:09:10 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">114250 at http://www.awn.com</guid>
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 <title>Migration to the Cloud: Evolution Without Confusion</title>
 <link>http://www.awn.com/blogs/im-game/migration-cloud-evolution-without-confusion</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;There are fundamentally challenging questions that companies will be forced to grapple with as they decide what cloud functionality suits them best. The central issues include security, cost, scalability and integration.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/migration-cloud-evolution-without-confusion&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/migration-cloud-evolution-without-confusion#comments</comments>
 <pubDate>Tue, 24 Apr 2012 11:26:56 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">111039 at http://www.awn.com</guid>
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 <title>The Future Battlefield Comes Alive in Ghost Recon: Future Soldier</title>
 <link>http://www.awn.com/blogs/im-game/future-battlefield-comes-alive-ghost-recon-future-soldier</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;Of course, when it comes to video games, communication technology doesn’t play as large of a role as the fun factor of weapons and gadgets. To combine a true military feel with a great game, the Future Soldier development team in Paris had to blend real-world tactics with near-future technology, and then factor in fun and engaging gameplay to deliver the experience Ghost Recon fans expect.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/future-battlefield-comes-alive-ghost-recon-future-soldier&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/future-battlefield-comes-alive-ghost-recon-future-soldier#comments</comments>
 <pubDate>Tue, 15 Mar 2011 15:49:20 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">97859 at http://www.awn.com</guid>
</item>
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 <title>Building Real-time Strategy Games for Mobile Devices</title>
 <link>http://www.awn.com/blogs/im-game/building-real-time-strategy-games-mobile-devices</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;Real-time strategy (RTS) games have had lasting appeal on PCs, and now the genre is moving to mobile devices. Needless to say, the shift from large displays to much smaller ones creates design challenges for RTS game makers. &lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/building-real-time-strategy-games-mobile-devices&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/building-real-time-strategy-games-mobile-devices#comments</comments>
 <pubDate>Fri, 31 Aug 2012 10:06:01 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">114595 at http://www.awn.com</guid>
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 <title>Chair Entertainment’s Donald Mustard Discusses the Future of Multiscreen Gaming</title>
 <link>http://www.awn.com/blogs/im-game/chair-entertainment-s-donald-mustard-discusses-future-multiscreen-gaming</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;Donald Mustard, creative director and co-founder of Chair Entertainment, talks about the multiscreen future of gaming and how mobile, PC and console experiences will interconnect in this exclusive interview.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/chair-entertainment-s-donald-mustard-discusses-future-multiscreen-gaming&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/chair-entertainment-s-donald-mustard-discusses-future-multiscreen-gaming#comments</comments>
 <pubDate>Tue, 15 May 2012 11:35:43 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">111701 at http://www.awn.com</guid>
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 <title>Talking Portal 2 With Valve Software’s Erik Wolpaw </title>
 <link>http://www.awn.com/blogs/im-game/talking-portal-2-valve-software-s-erik-wolpaw</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;When it comes to video games, Valve Software was one of the early game studios to emphasize the importance of interactive narrative in shooters like &lt;i&gt;Half-Life&lt;/i&gt;. Storytelling remains an integral part of all of Valve’s games. And Erik Wolpaw is one of the top writers at the Seattle game studio. Gabe Newell hired Wolpaw at Valve, where he’s worked on the story and dialogue for games like &lt;i&gt;Portal 1&lt;/i&gt;, &lt;i&gt;Left 4 Dead&lt;/i&gt; and now &lt;i&gt;Portal 2&lt;/i&gt;. Wolpaw talks about the creation of Valve’s much-anticipated &lt;i&gt;Portal 2&lt;/i&gt;, which ships in April, in this exclusive interview.&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/talking-portal-2-valve-software-s-erik-wolpaw&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/talking-portal-2-valve-software-s-erik-wolpaw#comments</comments>
 <pubDate>Fri, 25 Mar 2011 09:39:33 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">98152 at http://www.awn.com</guid>
</item>
<item>
 <title>No-holds-barred Production Rendering</title>
 <link>http://www.awn.com/blogs/im-game/no-holds-barred-production-rendering</link>
 <description>&lt;!--paging_filter--&gt;&lt;!--paging_filter--&gt;The perennial goal of creative professionals working on animation and special effects for motion pictures and television -- as well as computer-aided design (CAD) professionals -- is to deliver top-notch work on time and under budget. While production times might be expected to decrease in direct proportion to available processing power, the ambitions of creative professionals are outpacing Moore’s law. Evermore complex rendering algorithms deliver increasing levels of visual subtlety and devour advances in processing power as quickly as they become available.
&lt;p&gt;&lt;a href=&quot;http://www.awn.com/blogs/im-game/no-holds-barred-production-rendering&quot;&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.awn.com/blogs/im-game/no-holds-barred-production-rendering#comments</comments>
 <pubDate>Wed, 11 May 2011 14:17:47 -0700</pubDate>
 <dc:creator>imgame</dc:creator>
 <guid isPermaLink="false">99570 at http://www.awn.com</guid>
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