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  <title>Game Development by Ben Sizer</title>
  <id>index.html</id>
  <link href="index.html" rel="alternate" />
  <updated>2021-10-09T09:33:37+00:00</updated>
  <entry>
    <title>How to write good bug reports for game developers</title>
    <link href="posts/how-to-write-good-bug-reports.html" />
    <id>posts/how-to-write-good-bug-reports.html</id>
    <category term="quality assurance" />
    <updated>2021-10-09T09:33:37+00:00</updated>
    <summary>Every game in development has bugs!</summary>
  </entry>
  <entry>
    <title>Tweakable game settings</title>
    <link href="posts/tweakable-game-settings.html" />
    <id>posts/tweakable-game-settings.html</id>
    <category term="programming" />
    <updated>2021-08-29T15:17:46+00:00</updated>
    <summary>In any complex game there are often hundreds of settings and values which influence the way the game plays.</summary>
  </entry>
  <entry>
    <title>Agile For Gamedev - A Poor Fit</title>
    <link href="posts/agile-considered-fragile.html" />
    <id>posts/agile-considered-fragile.html</id>
    <category term="project management" />
    <updated>2021-08-04T18:08:04+00:00</updated>
    <summary>The release of Cyberpunk 2077 in a poor state last year led to a lot of debate on how game development projects should be managed. Staff were overworked, deadlines were missed, features were cut, and the game came out with serious bugs.</summary>
  </entry>
  <entry>
    <title>A fun bug we found in our MMO</title>
    <link href="posts/a-fun-bug-we-found-in-our-mmo.html" />
    <id>posts/a-fun-bug-we-found-in-our-mmo.html</id>
    <category term="debugging" />
    <updated>2013-04-28T04:33:36+00:00</updated>
    <summary>Our server went down for no apparent reason. Turns out that it ran out of memory. Luckily we had a core dump and thus a useful stack trace with relevant parameters intact.</summary>
  </entry>
  <entry>
    <title>In defence of Metacritic scores</title>
    <link href="posts/in-defence-of-metacritic-scores.html" />
    <id>posts/in-defence-of-metacritic-scores.html</id>
    <category term="reviews" />
    <updated>2012-07-28T19:51:23+00:00</updated>
    <summary>Back in March it was reported that Obsidian Entertainment missed out on a bonus payment from their publisher Bethesda when their game *Fallout: New Vegas* narrowly failed to score 85 points on the Metacritic scoring system, which aggregates game...</summary>
  </entry>
  <entry>
    <title>Code archaeology</title>
    <link href="posts/code-archaeology.html" />
    <id>posts/code-archaeology.html</id>
    <category term="programming" />
    <updated>2009-09-23T21:08:56+00:00</updated>
    <summary>Something interesting happened today. For a couple of years, myself and colleagues had mulled over a certain 'killer feature' that we wished our networking layer had, as it would have made our time implementing gameplay features much easier.</summary>
  </entry>
  <entry>
    <title>Pitfalls of using wikis for game design documents</title>
    <link href="posts/pitfalls-of-using-wikis-for-game-design-documents.html" />
    <id>posts/pitfalls-of-using-wikis-for-game-design-documents.html</id>
    <category term="design" />
    <updated>2009-07-26T22:16:53+00:00</updated>
    <summary>I recently made a post on this issue over at Gamedev.net, and thought I'd clean it up a bit to post over here, as I think it's worth talking about.</summary>
  </entry>
  <entry>
    <title>Dissecting a 'simple' game</title>
    <link href="posts/dissecting-a-simple-game.html" />
    <id>posts/dissecting-a-simple-game.html</id>
    <category term="design" />
    <updated>2009-06-10T00:04:54+00:00</updated>
    <summary>Apologies in advance for the length of this entry; there's a short summary in the last paragraph if you're pressed for time!</summary>
  </entry>
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