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	<title>StudioEvil</title>
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	<link>http://www.studioevil.com</link>
	<description>Game Development and other evil deeds</description>
	<lastBuildDate>Tue, 09 Mar 2010 22:26:07 +0000</lastBuildDate>
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			<item>
		<title>Apolgies, and less bullshit on this site</title>
		<link>http://www.studioevil.com/2010/03/09/removing-bullshit-from-our-website-and-apolgies/</link>
		<comments>http://www.studioevil.com/2010/03/09/removing-bullshit-from-our-website-and-apolgies/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 22:09:24 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[evil news]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/2010/03/09/removing-bullshit-from-our-website-and-apolgies/</guid>
		<description><![CDATA[One thing you should do when you have a website is READ what you actually wrote, especially if your content is months or years old.
I did, and I should have done it way earlier. Our pages were full of incorrect informations about our projects and team status, and I feel the urge to apologize.
Our website [...]]]></description>
			<content:encoded><![CDATA[<p>One thing you should do when you have a website is READ what you actually wrote, especially if your content is months or years old.</p>
<p>I did, and I should have done it way earlier. Our pages were full of incorrect informations about our projects and team status, and I feel the urge to apologize.</p>
<p>Our website was reporting we were still developing out old projects IMPACT! and Polpette, which sadly is not true.</p>
<p>Since the beginning of this year, we started everyting (well almost everything) from scratch and we are now working on entirely new projects.</p>
<p>You should now find that our website is more in-line with who we are and what we are actually doing.</p>
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			<wfw:commentRss>http://www.studioevil.com/2010/03/09/removing-bullshit-from-our-website-and-apolgies/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Codename &#8220;Lancelot&#8221;</title>
		<link>http://www.studioevil.com/2010/02/18/codename-lancelot/</link>
		<comments>http://www.studioevil.com/2010/02/18/codename-lancelot/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 21:42:40 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[evil news]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/2010/02/18/codename-lancelot/</guid>
		<description><![CDATA[A lot is happening around Studio Evil lately, good things.
This year will be really important four us, and we feel the &#8220;right moment&#8221; is approaching really fast.
If we have good timing and some luck we could actually be able to start a great adventure during the next few months.
Pre-production for our new project, codenamed &#8220;Lancelot&#8221;, [...]]]></description>
			<content:encoded><![CDATA[<p>A lot is happening around Studio Evil lately, good things.<br />
This year will be really important four us, and we feel the &#8220;right moment&#8221; is approaching really fast.<br />
If we have good timing and some luck we could actually be able to start a great adventure during the next few months.</p>
<p>Pre-production for our new project, codenamed &#8220;Lancelot&#8221;, is advancing.<br />
It&#8217;s still a draft, but as the concept takes shape we become more and more confident about the possible results.</p>
<p>Wish us luck! :D</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>Just a small project update</title>
		<link>http://www.studioevil.com/2010/02/04/work-work/</link>
		<comments>http://www.studioevil.com/2010/02/04/work-work/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 21:02:20 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[evil news]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/2010/02/04/work-work/</guid>
		<description><![CDATA[Hello people!
Our work on the new project is advancing, but still we don&#8217;t have anything worth showing.
While I&#8217;m writing down our design ideas and the first bits of the game&#8217;s story, Duke and Xevian are working on a prototype of our rendering pipeline, that we intend to use both in our game and tools.
Hopefully we&#8217;ll [...]]]></description>
			<content:encoded><![CDATA[<p>Hello people!<br />
Our work on the new project is advancing, but still we don&#8217;t have anything worth showing.<br />
While I&#8217;m writing down our design ideas and the first bits of the game&#8217;s story, Duke and Xevian are working on a prototype of our rendering pipeline, that we intend to use both in our game and tools.</p>
<p>Hopefully we&#8217;ll have some concept art to show during next week.</p>
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		<slash:comments>0</slash:comments>
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		<title>XNA *hearts* WPF *at* Shibuya</title>
		<link>http://www.studioevil.com/2010/01/19/xna-wpf-integration/</link>
		<comments>http://www.studioevil.com/2010/01/19/xna-wpf-integration/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 21:39:03 +0000</pubDate>
		<dc:creator>Duke</dc:creator>
				<category><![CDATA[evil news]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/?p=107</guid>
		<description><![CDATA[ Hello coders! This time here at StudioEvil we are working hard to provide first-class solutions for our new game! So let&#8217;s start with the level editor (codename: Shibuya)
In this first sprint i&#8217;ve worked on the integration between WPF and XNA. You know: there is a problem called airspace when you try to render different DirectX surface one [...]]]></description>
			<content:encoded><![CDATA[<p> Hello coders! This time here at StudioEvil we are working hard to provide first-class solutions for our new game! So let&#8217;s start with the level editor (codename: Shibuya)</p>
<p>In this first sprint i&#8217;ve worked on the integration between WPF and XNA. You know: there is a problem called <a title="airspace" href="http://msdn.microsoft.com/en-us/library/aa970688.aspx" target="_blank">airspace</a> when you try to render different DirectX surface one above the other in the same window, and both these guys uses DirectX behind the scenes&#8230;</p>
<p>This is obviously ugly, and solution that suffers the airspace problem have a poor integration and support of all the great things that WPF can do for your GUI. To tell the truth, if you document yourself a little bit and you have a couple of hour of good work to spend on this you can achieve something very nice, it&#8217;s not so hard! In this post i&#8217;m going to provide you some usefull links, if you are trying to achieve the same result, and also i&#8217;ll demonstrate where i&#8217;m now.</p>
<p>Please keep in mind that is the result of the first sprint only (we are using SCRUM) this is not even a beta, and i&#8217;ve a dozen of other ideas to add to this now, but&#8230; hey! it already works great!</p>
<p>A couple of nice links for you&#8230;</p>
<p><a href="http://www.codeproject.com/KB/WPF/D3DImage.aspx">A MUST-READ tutorial on DirectX/WPF integration</a></p>
<p><a href="http://social.msdn.microsoft.com/Forums/en-US/wpf/thread/32d24f4f-e7f5-4b66-a681-9bcb79f16b31">Interesting discussion between gentlements on WPF and XNA hacking</a></p>
<p>And now the trailer of &#8221;Wpf loves Xna&#8221; in beautyful technicolor!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/mnsdKIJRQZE&amp;hl=en_US&amp;fs=1&amp;color1=0x3a3a3a&amp;color2=0x999999" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/mnsdKIJRQZE&amp;hl=en_US&amp;fs=1&amp;color1=0x3a3a3a&amp;color2=0x999999" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
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		<slash:comments>0</slash:comments>
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		<title>How do you start creating a new game?</title>
		<link>http://www.studioevil.com/2010/01/17/how-do-you-start-creating-a-new-game/</link>
		<comments>http://www.studioevil.com/2010/01/17/how-do-you-start-creating-a-new-game/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 22:47:47 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[evil news]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/?p=94</guid>
		<description><![CDATA[For G, it was like an intuition, a flash of images and shifting concepts coming from somewhere in my mind. But G it&#8217;s just a little game; intuition and the right amount of luck were enough to build a game experience that somewhat worked.
When we started the development of The Night of the Puppets, we [...]]]></description>
			<content:encoded><![CDATA[<p>For G, it was like an intuition, a flash of images and shifting concepts coming from somewhere in my mind. But G it&#8217;s just a little game; intuition and the right amount of luck were enough to build a game experience that somewhat worked.<br />
When we started the development of The Night of the Puppets, we knew we wanted to make a challenging project. But we lacked the experience to build such a larger project and ultimately we failed.<br />
Failure is bad. Failure breaks motivation and the coesion of the team, and without a super-motivated team you can&#8217;t build games moonlighting. Also failure spawns fear and a fearful designer spawns crappy, soulless projects.<br />
I&#8217;ve come to understand that creativity is somewhat an act of courage, you just have to be brave if you want to create something meaningful.</p>
<p>Now we have this new game concept. And it&#8217;s bold and challenging (and it&#8217;s still to early to talk about). But is this new game concept actually some good? Being brave does not mean blindly rushing forwards like we did before.<br />
This time we have a plan: 1) Find an awesome idea (We&#8217;are almost there). 2) Have a consistent team organization and workflow (we&#8217;ve adopted an agile method and it&#8217;s working great).<br />
3) Keep our minds healty, feed our intellects and skills with tasty informations and experiences  4) Wirte code / Do art. 5) Dont&#8217; stop. 6) Win.</p>
<p>Gamasutra recently translated in english and <a href="http://www.gamasutra.com/view/feature/4239/the_auteur_forum_mechner_and_.php?page=1" target="_blank">interview with Jordan Mechner and Eric Chahi</a>.<br />
If you don&#8217;t know those two guys, they designed two of the greatest games of my childhood (and probably two of the greatest games ever), <a href="http://en.wikipedia.org/wiki/Prince_of_Persia_(1989_video_game)" target="_blank">Prince of Persia</a> and <a href="http://en.wikipedia.org/wiki/Another_World_(video_game)" target="_blank">Another World</a>.<br />
There is a part of this interview that really helped me change the my perspective. Asked about where they take their inspiration for games, Jordan Mechner says:</p>
<p>&#8220;<strong>[...] A game should be about something, not just about other games</strong>&#8220;.</p>
<p>So, how do you start creating a new game? I&#8217;m really no great designer but &#8230; Find an expereince, find something you want to communicate. Dont&#8217; start looking at other games, look elsewhere, be brave, and DO that game.</p>
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		<slash:comments>2</slash:comments>
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		<title>We love you all!</title>
		<link>http://www.studioevil.com/2010/01/06/we-love-you-all/</link>
		<comments>http://www.studioevil.com/2010/01/06/we-love-you-all/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 14:39:29 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[evil news]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/2010/01/06/we-love-you-all/</guid>
		<description><![CDATA[I can&#8217;t belive you are still following us!
I mean &#8230; This is amazing considering thie huge amount of nothing and bullshit we released during the last two years!
We&#8217;ve finally re-united the team and we are back to work.
Can&#8217;t really say anithing more than that, there are already too many useless posts on this website.
While you [...]]]></description>
			<content:encoded><![CDATA[<p>I can&#8217;t belive you are still following us!<br />
I mean &#8230; This is amazing considering thie huge amount of nothing and bullshit we released during the last two years!</p>
<p>We&#8217;ve finally re-united the team and we are back to work.<br />
Can&#8217;t really say anithing more than that, there are already too many useless posts on this website.</p>
<p>While you wait for us to post something tasty, we have a couple of friends up to make awesome games &#8230; check out <a href="http://ufho.blogspot.com/" target="_blank">UFHO2</a> and <a href="http://moonloop.vg/games/" target="_blank">Zombiedog</a>!</p>
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		<slash:comments>8</slash:comments>
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		<title>SBRILLO! &#8230;  And other news &#8230;</title>
		<link>http://www.studioevil.com/2009/06/30/sbrillo-and-other-news/</link>
		<comments>http://www.studioevil.com/2009/06/30/sbrillo-and-other-news/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 19:01:51 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[Enua Online]]></category>
		<category><![CDATA[Sbrillo]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/?p=80</guid>
		<description><![CDATA[We&#8217;ve been silent for months again.
But this time we are back with something serious to show.
The first thing is a video preview of Sbrillo™, the tool Xevian has been developing during these months!
In this video we introduce you to one of the software&#8217;s features, the shader editor!

We will soon release a beta version.
The second thing [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been silent for months again.<br />
But this time we are back with something serious to show.</p>
<p>The first thing is a video preview of Sbrillo™, the tool Xevian has been developing during these months!<br />
In this video we introduce you to one of the software&#8217;s features, the shader editor!</p>
<p><object width="507" height="308"><param name="movie" value="http://www.youtube.com/v/qTdfQvjqsHk&#038;hl=it&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/qTdfQvjqsHk&#038;hl=it&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="507" height="308"></embed></object></p>
<p>We will soon <strong>release</strong> a beta version.</p>
<p>The second thing is why we haven&#8217;t advanced with our games lately&#8230; most of the team was hired for other projects and our time for moonlighting was gone.<br />
However, one of these projects is a browser game, that now is entring beta:
<p><A href='http://www.enuaonline.com' target='_blank'>Enua Online</A></p>
<p>At the moment Enua in only in Italian, you will have to wait some months before we are ready with an international version.</p>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Directly from Duke&#8217;s toolbox!</title>
		<link>http://www.studioevil.com/2009/01/28/matrix-visualizer/</link>
		<comments>http://www.studioevil.com/2009/01/28/matrix-visualizer/#comments</comments>
		<pubDate>Wed, 28 Jan 2009 21:50:13 +0000</pubDate>
		<dc:creator>Duke</dc:creator>
				<category><![CDATA[downloads]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/?p=49</guid>
		<description><![CDATA[Hello, the bad guys of StudioEvil have another present for all the coders out there. A brand new matrix visualizer for your debugger! Check it out at its download page!

]]></description>
			<content:encoded><![CDATA[<p>Hello, the bad guys of StudioEvil have another present for all the coders out there. A brand new matrix visualizer for your debugger! <a title="Studio Evil matrix Visualizer" href="http://www.studioevil.com/matvis.php">Check it out at its download page!</a></p>
<div style='text-align:center'><img class="size-full wp-image-50" title="matrixvisualizerscreenshot" src="http://www.studioevil.com/wp-content/uploads/2009/01/matrixvisualizerscreenshot.png" alt="visualizer" width="415" height="324" /></div>
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		<slash:comments>0</slash:comments>
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		<title>Skulls are cool (and evil)</title>
		<link>http://www.studioevil.com/2009/01/25/skulls-are-cool-and-evil/</link>
		<comments>http://www.studioevil.com/2009/01/25/skulls-are-cool-and-evil/#comments</comments>
		<pubDate>Sun, 25 Jan 2009 16:04:45 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[evil news]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/?p=43</guid>
		<description><![CDATA[Yeah, I know, I&#8217;m the best with titles.
I&#8217;ts quite hard to find someting interesting to write on the website at this moment, we are regrouping after the not-so-awesome 2008. To to do that, we are salvaging every good bit of code we produced since our beginning, this means a lot of work for the coders [...]]]></description>
			<content:encoded><![CDATA[<p>Yeah, I know, I&#8217;m the best with titles.<br />
I&#8217;ts quite hard to find someting interesting to write on the website at this moment, we are regrouping after the not-so-awesome 2008. To to do that, we are salvaging every good bit of code we produced since our beginning, this means a lot of work for the coders and very little to show. However it will be just a temporary situation, considering thet we are bringing back to life the amazing animation engine we built for The Night of The Puppets AND a  brand new Shaders and particle editor :).<br />
I&#8217;m not going to tell you that hopefully we will start working on a new game after these tecnical operations are done &#8230; halfway trough February.</p>
<p><img class="alignnone size-full wp-image-45" title="Zbrush skull doodle" src="http://www.studioevil.com/wp-content/uploads/2009/01/oskull1.jpg" alt="Zbrush skull doodle" width="507" height="507" /></p>
<p>In the meanwhile our graphics department (me) is studying Zbrush. Next time we will have tons of normal maps :D</p>
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		<slash:comments>0</slash:comments>
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		<title>G v1.0.0.4</title>
		<link>http://www.studioevil.com/2008/12/23/g-v1004/</link>
		<comments>http://www.studioevil.com/2008/12/23/g-v1004/#comments</comments>
		<pubDate>Tue, 23 Dec 2008 21:28:17 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[G]]></category>
		<category><![CDATA[evil news]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/?p=28</guid>
		<description><![CDATA[I know, we are not really good at updating the website &#8230; however, here we are with at least a new version of G, again. If you still enjoy our little game you can now run it with the latest XNA 3 runtime. This time the installer is definitely smaller and should work properly, auto [...]]]></description>
			<content:encoded><![CDATA[<p>I know, we are not really good at updating the website &#8230; however, here we are with at least a new version of G, again. If you still enjoy our little game you can now run it with the latest XNA 3 runtime. This time the installer is definitely smaller and should work properly, auto downloading the required stuff (.NET 3.5 and XNA 3).</p>
<p>There is not much to say about what we&#8217;ve been doing during these months &#8230; let&#8217;s just say thing got a little busy for everyone during 2008.</p>
<p>But even during our months of &#8220;radio silence&#8221;, you guys kept supporting us with comments and emails! We really appreciate that, and wanted to say a big &#8220;<strong>Tank you!</strong>&#8221; to everyone.</p>
<p>Alexander Grafenstein (<a title="www.cellardoorgames.de" href="http://www.cellardoorgames.de/" target="_blank">www.cellardoorgames.de</a>) told us he used our texture pack to write his <a title="Terrain with Geometry Clipmaps in XNA" href="http://www.ziggyware.com/readarticle.php?article_id=220" target="_blank">great tutorial</a> for the <a href="http://www.ziggyware.com/redir2.php?n=1019&amp;p=aHR0cDovL3d3dy56aWdneXdhcmUuY29tL25ld3MucGhwP3JlYWRtb3JlPTkwNQ=="><strong>Ziggyware Fall 2008 XNA Article Contest</strong></a>.<br />
We receive a lot of questions about the puppeteer editor video we posted on YouTube, so if you are interested in world building &amp; terrain generation you should <strong>really</strong> check it out.</p>
<p>Have an happy Christmas!</p>
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		<slash:comments>8</slash:comments>
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