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    <title>Game Development by Ben Sizer</title>
    <link>index.html</link>
    <description>Recent posts</description>
    <item>
      <title>How to write good bug reports for game developers</title>
      <link>posts/how-to-write-good-bug-reports.html</link>
      <guid>posts/how-to-write-good-bug-reports.html</guid>
      <category>quality assurance</category>
      <pubDate>Sat, 09 Oct 2021 09:33:37 +0000</pubDate>
      <description>Every game in development has bugs!</description>
    </item>
    <item>
      <title>Tweakable game settings</title>
      <link>posts/tweakable-game-settings.html</link>
      <guid>posts/tweakable-game-settings.html</guid>
      <category>programming</category>
      <pubDate>Sun, 29 Aug 2021 15:17:46 +0000</pubDate>
      <description>In any complex game there are often hundreds of settings and values which influence the way the game plays.</description>
    </item>
    <item>
      <title>Agile For Gamedev - A Poor Fit</title>
      <link>posts/agile-considered-fragile.html</link>
      <guid>posts/agile-considered-fragile.html</guid>
      <category>project management</category>
      <pubDate>Wed, 04 Aug 2021 18:08:04 +0000</pubDate>
      <description>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.</description>
    </item>
    <item>
      <title>A fun bug we found in our MMO</title>
      <link>posts/a-fun-bug-we-found-in-our-mmo.html</link>
      <guid>posts/a-fun-bug-we-found-in-our-mmo.html</guid>
      <category>debugging</category>
      <pubDate>Sun, 28 Apr 2013 04:33:36 +0000</pubDate>
      <description>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.</description>
    </item>
    <item>
      <title>In defence of Metacritic scores</title>
      <link>posts/in-defence-of-metacritic-scores.html</link>
      <guid>posts/in-defence-of-metacritic-scores.html</guid>
      <category>reviews</category>
      <pubDate>Sat, 28 Jul 2012 19:51:23 +0000</pubDate>
      <description>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...</description>
    </item>
    <item>
      <title>Code archaeology</title>
      <link>posts/code-archaeology.html</link>
      <guid>posts/code-archaeology.html</guid>
      <category>programming</category>
      <pubDate>Wed, 23 Sep 2009 21:08:56 +0000</pubDate>
      <description>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.</description>
    </item>
    <item>
      <title>Pitfalls of using wikis for game design documents</title>
      <link>posts/pitfalls-of-using-wikis-for-game-design-documents.html</link>
      <guid>posts/pitfalls-of-using-wikis-for-game-design-documents.html</guid>
      <category>design</category>
      <pubDate>Sun, 26 Jul 2009 22:16:53 +0000</pubDate>
      <description>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.</description>
    </item>
    <item>
      <title>Dissecting a 'simple' game</title>
      <link>posts/dissecting-a-simple-game.html</link>
      <guid>posts/dissecting-a-simple-game.html</guid>
      <category>design</category>
      <pubDate>Wed, 10 Jun 2009 00:04:54 +0000</pubDate>
      <description>Apologies in advance for the length of this entry; there's a short summary in the last paragraph if you're pressed for time!</description>
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