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	<title>Games Montreal &#187; s.a.t.</title>
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		<title>IGDA Montreal: Prototyping and Rapid Iteration for Design Goodness &#8211; May 11</title>
		<link>http://www.gamesmontreal.com/blog/news/igda-montreal-prototyping-and-rapid-iteration-for-design-goodness-may-11/</link>
		<comments>http://www.gamesmontreal.com/blog/news/igda-montreal-prototyping-and-rapid-iteration-for-design-goodness-may-11/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 13:54:24 +0000</pubDate>
		<dc:creator>Chris Comeau</dc:creator>
				<category><![CDATA[Calendar]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[flow]]></category>
		<category><![CDATA[igda]]></category>
		<category><![CDATA[Kellee Santiago]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[s.a.t.]]></category>
		<category><![CDATA[thatgamecompany]]></category>

		<guid isPermaLink="false">http://www.gamesmontreal.com/blog/news/igda-montreal-prototyping-and-rapid-iteration-for-design-goodness-may-11/</guid>
		<description><![CDATA[[ May 11, 2010; 7:00 pm; ] From IGDA Montreal:     When: Tuesday, May 11th @ 7:00pm         What: IGDA-Montreal Presentation Night         Where: The SAT, 1195 St.Laurent       Why: Kellee Santiago on prototyping       [...]]]></description>
			<content:encoded><![CDATA[<p>From <a href="http://www.igda.org/montreal/May11_Prototyping">IGDA Montreal</a>:</p>
<blockquote><p><em><strong>When:</strong> Tuesday, May 11th @ 7:00pm         <br /><strong>What:</strong> IGDA-Montreal Presentation Night         <br /><strong>Where:</strong> </em><a href="http://www.sat.qc.ca/">The SAT, 1195 St.Laurent</a><em> </em>      <br /><em><strong>Why:</strong> Kellee Santiago on prototyping         <br /><strong>Who:</strong> All game developers, and those related to the game industry         <br /><strong>Entry: </strong>free for IGDA members; $5 for non-members</em></p>
<p><em>&#160;</em></p>
<p><em>&quot;Prototyping and Rapid Iteration for Design Goodness&quot;</em></p>
<p><em><em><img title="kelleesantiago" style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; margin: 0px 0px 10px 10px; border-right-width: 0px" height="140" alt="kelleesantiago" src="http://www.gamesmontreal.com/blog/wp-content/uploads/2010/04/kelleesantiago.jpg" width="140" align="right" border="0" /></em>When you&#8217;re developing new game experiences, there are more unknowns than just market performance. &quot;Flower&quot; is known for it&#8217;s simplicity, stemming from an idea to evoke the feeling of breathing nature and the sensation of love giving&#8230;. so what took us two years?</em></p>
<p><em>It took the team <strong>12 different gameplay prototypes</strong> and almost an entire year to figure out a viable solution. We learned that innovating on a completely new gaming experience often requires game makers to abandon more than what they are comfortable with, and more transparency and communication the&#8217;re used to.&#160; In this presentation, Kellee&#160; will walk through the team&#8217;s design and production process and show the playable prototypes that led to the final game.</em></p>
</blockquote>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>IGDA: April 7th: BioShock 2 and the Creative Process</title>
		<link>http://www.gamesmontreal.com/blog/news/igda-april-7th-bioshock-2-and-the-creative-process/</link>
		<comments>http://www.gamesmontreal.com/blog/news/igda-april-7th-bioshock-2-and-the-creative-process/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 19:56:23 +0000</pubDate>
		<dc:creator>Chris Comeau</dc:creator>
				<category><![CDATA[Calendar]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[bioshock 2]]></category>
		<category><![CDATA[igda]]></category>
		<category><![CDATA[jordan thomas]]></category>
		<category><![CDATA[montreal]]></category>
		<category><![CDATA[s.a.t.]]></category>

		<guid isPermaLink="false">http://www.gamesmontreal.com/blog/news/igda-april-7th-bioshock-2-and-the-creative-process/</guid>
		<description><![CDATA[[ April 7, 2010; 7:00 pm; ] From IGDA Montreal:  Event Details   When: Wednesday, April 7th @ 7:00pm    What: IGDA-Montreal Presentation Night    Where: The SAT, 1195 St.Laurent    Why: Jordan Thomas discussing BioShock 2    Who: All game developers, and those related to the game industry    [...]]]></description>
			<content:encoded><![CDATA[<p>From <a href="http://www.igda.org/montreal/Apr7_BioShock2">IGDA Montreal</a>:</p>
<p><strong>Event Details</strong> </p>
<p><img title="igda" style="border-right: 0px; border-top: 0px; display: inline; margin: 0px 0px 10px 10px; border-left: 0px; border-bottom: 0px" height="90" alt="igda" src="http://www.gamesmontreal.com/blog/wp-content/uploads/2010/03/igda.jpg" width="120" align="right" border="0" />When: Wednesday, April 7th @ 7:00pm    <br />What: IGDA-Montreal Presentation Night    <br />Where: <a href="http://maps.google.ca/maps?f=q&amp;source=s_q&amp;hl=en&amp;geocode=&amp;q=1195+St.Laurent,+montreal&amp;sll=49.891235,-97.15369&amp;sspn=34.40373,93.076172&amp;ie=UTF8&amp;hq=&amp;hnear=1195+Boulevard+Saint-Laurent,+Montreal,+Communaut%C3%A9-Urbaine-de-Montr%C3%A9al,+Quebec&amp;z=16&amp;iwloc=A" target="_blank">The SAT, 1195 St.Laurent</a>    <br />Why: Jordan Thomas discussing BioShock 2    <br />Who: All game developers, and those related to the game industry    <br />Entry: free for IGDA members; $5 for non-members </p>
<p><strong>&#160;</strong></p>
<p><strong></strong></p>
<p> <span id="more-1492"></span>
<p><strong>Presentation</strong></p>
<p>BioShock 2 and the Creative Process   <br />by Jordan Thomas &#8211; Creative Director, 2K Marin </p>
<p><img title="Style: &quot;2k&quot;" style="border-right: 0px; border-top: 0px; display: inline; margin: 0px 0px 10px 10px; border-left: 0px; border-bottom: 0px" height="120" alt="Style: &quot;2k&quot;" src="http://www.gamesmontreal.com/blog/wp-content/uploads/2010/03/JordanThomas.jpg" width="120" align="right" border="0" /> Creative Director Jordan Thomas will provide insight into the creative    <br />process behind the development of BioShock 2, the follow-up to one of    <br />this decade&#8217;s most memorable games. Jordan will explore how the team    <br />stayed true to the epic ethos of the original while still introducing    <br />new and innovative elements, along with other challenges in the design    <br />and production process. </p>
<p><strong>&#160;</strong></p>
<p><strong>Prize Raffle Action</strong></p>
<p>We&#8217;ll have the usual load of games and books and swag to raffle off for members. </p>
]]></content:encoded>
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		</item>
		<item>
		<title>IGDA Montreal: WET: The Soap Opera</title>
		<link>http://www.gamesmontreal.com/blog/news/igda-montreal-wet-the-soap-opera/</link>
		<comments>http://www.gamesmontreal.com/blog/news/igda-montreal-wet-the-soap-opera/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 20:18:44 +0000</pubDate>
		<dc:creator>Chris Comeau</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[a2m]]></category>
		<category><![CDATA[igda]]></category>
		<category><![CDATA[montreal]]></category>
		<category><![CDATA[s.a.t.]]></category>
		<category><![CDATA[Stéphane Roy]]></category>
		<category><![CDATA[wet]]></category>

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		<description><![CDATA[From IGDA Montreal:
 The average game development cycle involves a client, concept and production period followed by the game release. WET however has been anything but this clear cut. If WET were a human being, she would be as incredibly resilient as her heroine, Rubi, considering all that she has gone through to finally appear [...]]]></description>
			<content:encoded><![CDATA[<p>From <a href="http://www.igda.org/montreal/Nov4-09_Wet">IGDA Montreal</a>:</p>
<blockquote><p><em><img title="WetTheGame" style="border-right: 0px; border-top: 0px; display: inline; margin: 0px 0px 10px 10px; border-left: 0px; border-bottom: 0px" height="269" alt="WetTheGame" src="http://www.gamesmontreal.com/blog/wp-content/uploads/2009/10/WetTheGame.jpg" width="204" align="right" border="0" /> The average game development cycle involves a client, concept and production period followed by the game release. <strong>WET</strong> however has been anything but this clear cut. If WET were a human being, she would be as incredibly resilient as her heroine, Rubi, considering all that she has gone through to finally appear on shelves. Taking a look back at the long history of this project, one must admit that it has been a complex and interesting journey.</em></p>
<p><em>Event Details:</em></p>
<p><em><strong>When:</strong> Wednesday, November 4th @ 7:00pm        <br /><strong>What:</strong> IGDA-Montreal Presentation Night         <br /><strong>Where:</strong> </em><a href="http://www.sat.qc.ca/"><em>The SAT, 1195 St.Laurent </em></a>      <br /><em><strong>Why:</strong> Stéphane Roy discussing production of Wet        <br /><strong>Who:</strong> All game developers, and those related to the game industry         <br /><strong>Entry: </strong>free for IGDA members; $5 for non-members</em></p>
</blockquote>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GAMMA 3D presents five-minute games as art and social lubricant</title>
		<link>http://www.gamesmontreal.com/blog/news/gamma-3d-presents-five-minute-games-as-art-and-social-lubricant/</link>
		<comments>http://www.gamesmontreal.com/blog/news/gamma-3d-presents-five-minute-games-as-art-and-social-lubricant/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 16:31:21 +0000</pubDate>
		<dc:creator>Chris Comeau</dc:creator>
				<category><![CDATA[Calendar]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[s.a.t.]]></category>
		<category><![CDATA[stereoscopic]]></category>

		<guid isPermaLink="false">http://www.gamesmontreal.com/blog/news/gamma-3d-presents-five-minute-games-as-art-and-social-lubricant/</guid>
		<description><![CDATA[From montrealmirror.com:

Not every video game is blessed with a development staff of hundreds, a multi-million-dollar budget and a crack marketing team. For all those tiny games created without staggering sales numbers or worldwide critical acclaim in mind, Montreal experimental game collective Kokoromi has created GAMMA, a one-night-only party giving the little guys and girls a [...]]]></description>
			<content:encoded><![CDATA[<p>From <a href="http://www.montrealmirror.com/2008/111308/news2.html">montrealmirror.com</a>:</p>
<blockquote><p><a href="http://www.montrealmirror.com/2008/111308/news2.html"><img style="border-right: 0px; border-top: 0px; border-left: 0px; border-bottom: 0px" src="http://www.gamesmontreal.com/blog/wp-content/uploads/2008/11/stereoscopic-games.jpg" border="0" alt="stereoscopic_games" width="244" height="174" /></a></p>
<p><em>Not every video game is blessed with a development staff of hundreds, a multi-million-dollar budget and a crack marketing team. For all those tiny games created without staggering sales numbers or worldwide critical acclaim in mind, Montreal experimental game collective Kokoromi has created GAMMA, a one-night-only party giving the little guys and girls a chance for their five-minute masterpieces to shine. </em></p>
<p><em>In the three years Kokoromi has held the annual showcase, every edition has forced eager independent game developers to create a five-minute, easy-to-learn game based on a chosen theme. The six titles chosen this year made stereoscopy—the red/blue 3D effect featuring those cumbersome paper glasses—integral to the gameplay.</em></p>
<p><em>GAMMA 3D AT S.A.T. (1195 ST-LAURENT)<br />
ON WEDNESDAY, NOV. 19, 7–9 P.M.<br />
FOR MIGS ATTENDEES ONLY, OPEN<br />
TO PUBLIC AFTER 9 P.M., $5.<br />
FOR MORE INFORMATION OR TO<br />
DOWNLOAD THE GAMES AFTER<br />
NOV. 19, VISIT KOKOROMI.ORG</em></p></blockquote>
<p><a href="http://www.montrealmirror.com/2008/111308/news2.html">Source</a></p>
]]></content:encoded>
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