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	<title>Eric Raué</title>
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	<link>http://ericraue.com</link>
	<description>Creating tomorrow's magic</description>
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	<copyright>Copyright &#xA9; Eric Raué 2012 </copyright>
	<managingEditor>ericraue@gmail.com (Eric Raué)</managingEditor>
	<webMaster>ericraue@gmail.com (Eric Raué)</webMaster>
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		<title>Eric Raué</title>
		<link>http://ericraue.com</link>
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	<itunes:summary>Creating tomorrow's magic</itunes:summary>
	<itunes:keywords></itunes:keywords>
	<itunes:category text="Society &#38; Culture" />
	<itunes:author>Eric Raué</itunes:author>
	<itunes:owner>
		<itunes:name>Eric Raué</itunes:name>
		<itunes:email>ericraue@gmail.com</itunes:email>
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		<item>
		<title>Qua-tzar Ludum Dare #21</title>
		<link>http://ericraue.com/2011/08/21/qua-tzar-ludum-dare-21/</link>
		<comments>http://ericraue.com/2011/08/21/qua-tzar-ludum-dare-21/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 06:35:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Competitions]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=297</guid>
		<description><![CDATA[I created a simultaneous turn-based local multiplayer game called Qua-tzar for Ludum Dare #21 using Unity.  The core gameplay is implemented but as with all my projects there was more I wanted to do. Try it out and let me know what you think.]]></description>
			<content:encoded><![CDATA[<p>I created a simultaneous turn-based local multiplayer game called Qua-tzar for <a href="http://www.ludumdare.com/compo/">Ludum Dare #21</a> using Unity.  The core gameplay is implemented but as with all my projects there was more I wanted to do. Try it out and let me know what you think.</p>
<p><a href="http://ericraue.com/f/projects/ld21/Qua-tzar/"><img class="alignnone" title="Qua-tzar screenshot" src="http://ericraue.com/f/projects/ld21/Qua-tzar/Screenshot.png" alt="" width="600" height="600" /></a></p>
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		<item>
		<title>Bad Fairy!</title>
		<link>http://ericraue.com/2011/06/28/bad-fairy/</link>
		<comments>http://ericraue.com/2011/06/28/bad-fairy/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 19:27:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=294</guid>
		<description><![CDATA[I participated in the FullIndie 48 hour game jam and created a game called Bad Fairy! with Piper Jackson and Carson Morton. It is definitely rough around the edges but the essential experience of capturing fairies and breeding dragons is there. You can play the game by clicking on the screenshot. I will write up a [...]]]></description>
			<content:encoded><![CDATA[<p>I participated in the <a href="http://fullindie.com/">FullIndie</a> 48 hour game jam and created a game called<em> Bad Fairy!</em> with Piper Jackson and Carson Morton. It is definitely rough around the edges but the essential experience of capturing fairies and breeding dragons is there. You can play the game by clicking on the screenshot. I will write up a postmortem at some point.</p>
<p><a href="http://ericraue.com/f/projects/badfairy/"><img class="alignnone size-full wp-image-295" title="Bad Fairy! gameplay" src="http://ericraue.com/wp-content/uploads/2011/06/gj-screenshot.jpg" alt="Bad Fairy! gameplay" width="713" height="420" /></a></p>
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		<item>
		<title>Mentorship finished product</title>
		<link>http://ericraue.com/2011/05/31/mentorship-finished-product/</link>
		<comments>http://ericraue.com/2011/05/31/mentorship-finished-product/#comments</comments>
		<pubDate>Wed, 01 Jun 2011 03:52:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Other]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=288</guid>
		<description><![CDATA[Today is the first time we had a chance to play with the finished game pieces since they were on display at the school board for a week. Overall I'm really impressed with what he was able to accomplish. We taught him the basics of graphic design principles and showed him how to use them [...]]]></description>
			<content:encoded><![CDATA[<p>Today is the first time we had a chance to play with the finished game pieces since they were on display at the school board for a week. Overall I'm really impressed with what he was able to accomplish. We taught him the basics of graphic design principles and showed him how to use them to create card layouts but everything beyond that was his creativity at work. He made most of what you see in the picture below in a week, while doing homework and preparing for a math fair. Very impressive indeed! We were not able to finish everything in time so we improvised with Lego. Over the next few weeks we plan to work with him to refine a few systems that need a bit more work and to generate more game objects.</p>
<p><a href="http://ericraue.com/wp-content/uploads/2011/05/finalgame.jpg"><img class="alignnone size-full wp-image-290" title="Playing the final product" src="http://ericraue.com/wp-content/uploads/2011/05/finalgamesmall.jpg" alt="" width="713" height="421" /></a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Revisiting old prototypes</title>
		<link>http://ericraue.com/2011/05/31/revisiting-old-prototypes/</link>
		<comments>http://ericraue.com/2011/05/31/revisiting-old-prototypes/#comments</comments>
		<pubDate>Tue, 31 May 2011 21:26:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=245</guid>
		<description><![CDATA[I was looking through my old game prototypes the other day and realized just how many of them could be expanded into full games. Most of the ideas I revisited are suitable for short-form downloadable games or what Andy Moore of Steambirds fame calls "marketable prototypes." I clearly remember dismissing many of those prototypes as [...]]]></description>
			<content:encoded><![CDATA[<p>I was looking through my old game prototypes the other day and realized just how many of them could be expanded into full games. Most of the ideas I revisited are suitable for short-form downloadable games or what Andy Moore of Steambirds fame calls "marketable prototypes." I clearly remember dismissing many of those prototypes as experiments and that nothing more would come out of them. I would like to share some observations I made while going through mine and hopefully encourage other designers to take another look at their shelved prototypes.</p>
<p><span style="font-weight: normal;"><strong>The best prototypes teach you something</strong></span></p>
<p>When I'm coming up with an original game concept I almost always try to come up with something distinctly different or innovative from games I've played. It just has to be something interesting to me as a game designer but it is usually the hook for the game as well. These kind of prototypes always teach me something as a game designer and spark my interest when revisiting them.</p>
<p><span style="font-weight: normal;"><strong>Getting a new perspective</strong></span></p>
<p>When designing games I get pretty caught up in the current design direction and it is sometimes difficult to see the game from an objective point of view. By shelving the game idea for enough time it becomes much easier to look at it objectively; just don't forget to look at it again. If you decide to shelve the prototype, make sure you do not analyse it in detail until you have a more objective perspective. That analysis stays in your mind and may give you a false conclusion that there is nothing more you can do with it. What if you don't want to wait that long? Show your game to your designer friends and get their perspective on it.</p>
<p><span style="font-weight: normal;"><strong>Start by focusing on what you liked the most</strong></span></p>
<p>Rather than starting with the negatives, try to find that germ of an idea you worked so tirelessly to create in the first place. It may not work yet but you should at least be able to see the potential of it. Sometimes there is just one missing ingredient that would turn the idea from mediocre to great.</p>
<p><span style="font-weight: normal;"><strong>What bugged you the most?</strong></span></p>
<p>Usually the difference between an okay prototype and one that has a lot of potential is fixing that one thing you couldn't figure out. Sometimes this requires significantly changing the game but almost never does it require changing the thing you liked the most.</p>
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		<title>Getting back into Blender</title>
		<link>http://ericraue.com/2011/05/16/getting-back-into-blender/</link>
		<comments>http://ericraue.com/2011/05/16/getting-back-into-blender/#comments</comments>
		<pubDate>Mon, 16 May 2011 20:31:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Other]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=225</guid>
		<description><![CDATA[In the summer of 2009 I took a course in computer animation where my team made March of the Tennis Balls. Everything was done in Blender from modelling to post processing and I became very comfortable using the Blender interface. Since then I have been mostly using Maya and Cinema 3D. Blender also received a [...]]]></description>
			<content:encoded><![CDATA[<p>In the summer of 2009 I took a course in computer animation where my team made <a href="http://ericraue.com/2009/08/14/march-of-the-tennis-balls/">March of the Tennis Balls</a>. Everything was done in Blender from modelling to post processing and I became very comfortable using the Blender interface. Since then I have been mostly using Maya and Cinema 3D. Blender also received a major interface redesign. This weekend I spent a bit of time familiarizing myself with the new interface. I'm really impressed with how well organized it is. I can definitely see myself using Blender to create art for my games quickly, which is something I worry about when I'm doing everything myself.</p>
<p>Here is a Bomb Droid mech I created for the board game project as part of the mentorship I previously talked about. I tried to use mostly primitives and purposely kept it simple so my mentee could learn from it and create his own.</p>
<p style="text-align: center;"><a href="http://ericraue.com/wp-content/uploads/2011/05/bombcritter-painted.png"><img class="size-full wp-image-226 aligncenter" title="bombcritter-painted" src="http://ericraue.com/wp-content/uploads/2011/05/bombcritter-painted.png" alt="" width="671" height="377" /></a></p>
]]></content:encoded>
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		<title>Mentorship board game progress</title>
		<link>http://ericraue.com/2011/05/04/mentorship-board-game-progress/</link>
		<comments>http://ericraue.com/2011/05/04/mentorship-board-game-progress/#comments</comments>
		<pubDate>Wed, 04 May 2011 22:21:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Other]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=218</guid>
		<description><![CDATA[My friend Lanz Singbeil and I have been mentoring a 10 year old in board game design for the past seven weeks. We talked about different ways designers come up with ideas, design constraints, mechanics, systems, emergent gameplay and more. We always made sure to teach concepts that could be directly applied to the game [...]]]></description>
			<content:encoded><![CDATA[<p>My friend Lanz Singbeil and I have been mentoring a 10 year old in board game design for the past seven weeks. We talked about different ways designers come up with ideas, design constraints, mechanics, systems, emergent gameplay and more. We always made sure to teach concepts that could be directly applied to the game project. It is rather amazing how quickly he picked up on the game design concepts we taught him. His family plays a lot of great board games including many euro-style games, which was extremely helpful when talking about game design. Besides designing board games, he also creates iPhone games using <a href="http://gamesalad.com/">GameSalad</a>, although I don't think any have been released yet.</p>
<p>The initial idea for the board game was a cooperative game similar to <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/207790000">Castle Ravenloft</a> but with a mecha theme. He came up with the idea on his own before the mentorship started so all we had to do was help him refine the design. At one point it was more complicated than Castle Ravenloft so we scaled back but it is still quite complex. There is a crafting system for weapons and armour and a card based combat system similar to Cosmic Encounter. Here is a picture of a recent playtest on a small board with a "collect the artefacts" scenario.</p>
<p><a href="http://ericraue.com/wp-content/uploads/2011/05/IMG_5150.jpg"><img class="alignnone size-large wp-image-219" title="IMG_5150" src="http://ericraue.com/wp-content/uploads/2011/05/IMG_5150-1024x682.jpg" alt="" width="550" height="366" /></a></p>
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		<slash:comments>0</slash:comments>
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		<title>The 3DS is amazing</title>
		<link>http://ericraue.com/2011/03/27/the-3ds-is-amazing/</link>
		<comments>http://ericraue.com/2011/03/27/the-3ds-is-amazing/#comments</comments>
		<pubDate>Sun, 27 Mar 2011 23:35:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Other]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=214</guid>
		<description><![CDATA[I picked up my Aqua Blue 3DS with Pilotwings Resort this morning and it is way more than I thought it would be. I'm really excited about the AR Games and hope developers will produce some really interesting titles for that. Nintendo clearly needs to include AR Pokemon battles in their next Pokemon game. Face [...]]]></description>
			<content:encoded><![CDATA[<p>I picked up my Aqua Blue 3DS with Pilotwings Resort this morning and it is way more than I thought it would be. I'm really excited about the AR Games and hope developers will produce some really interesting titles for that. Nintendo clearly needs to include AR Pokemon battles in their next Pokemon game. Face Raiders works surprisingly well and I love the concept of moving around in a virtual space. I think later today I'll record some game design ideas in my design notebook. If you have a 3DS, check out my Mii below.</p>
<p><a href="http://ericraue.com/wp-content/uploads/2011/03/HNI_0001.jpg"><img class="alignnone size-full wp-image-215" title="My Mii" src="http://ericraue.com/wp-content/uploads/2011/03/HNI_0001.jpg" alt="" width="176" height="176" /></a></p>
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		<slash:comments>2</slash:comments>
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		<title>Collage of past game projects</title>
		<link>http://ericraue.com/2011/03/10/collage-of-past-projects/</link>
		<comments>http://ericraue.com/2011/03/10/collage-of-past-projects/#comments</comments>
		<pubDate>Thu, 10 Mar 2011 23:13:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=204</guid>
		<description><![CDATA[I thought it would be fun to create a collage of some of my past game projects of the last few years. Quite a few of them were for game jams I organized for the SFU Game Developers Club and those were perhaps the most enjoyable ones to work on. It was very humbling working with [...]]]></description>
			<content:encoded><![CDATA[<p>I thought it would be fun to create a collage of some of my past game projects of the last few years. Quite a few of them were for game jams I organized for the SFU Game Developers Club and those were perhaps the most enjoyable ones to work on. It was very humbling working with amazing artists and musicians while focusing on programming for once.  Of the projects I worked on, <a href="http://ericraue.com/evs/">Evil Genius VS Spies</a> is perhaps the most polished game. I will someday upload these games but for now here is a collage of screenshots.</p>
<div id="attachment_205" class="wp-caption alignnone" style="width: 560px"><a href="http://ericraue.com/wp-content/uploads/2011/03/game-collage-sm.jpg"><img class="size-large wp-image-205" title="game-collage-sm" src="http://ericraue.com/wp-content/uploads/2011/03/game-collage-sm-1024x533.jpg" alt="Various projects I've worked on in the past few years." width="550" height="286" /></a><p class="wp-caption-text">Some projects I&#39;ve worked on in the past few years.</p></div>
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		<title>Global Game Jam starting in a few hours</title>
		<link>http://ericraue.com/2011/01/28/global-game-jam-starting-in-a-few-hours/</link>
		<comments>http://ericraue.com/2011/01/28/global-game-jam-starting-in-a-few-hours/#comments</comments>
		<pubDate>Fri, 28 Jan 2011 20:32:51 +0000</pubDate>
		<dc:creator>Eric Raué</dc:creator>
				<category><![CDATA[Competitions]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=197</guid>
		<description><![CDATA[I'm looking forward to participating in the Global Game Jam this year, which will start in just a few hours. This will be my first GGJ since last year I signed up too late. I have participated in numerous 48 hour competitions in the past so I know how difficult it is to create a [...]]]></description>
			<content:encoded><![CDATA[<p>I'm looking forward to participating in the Global Game Jam this year, which will start in just a few hours. This will be my first GGJ since last year I signed up too late. I have participated in numerous 48 hour competitions in the past so I know how difficult it is to create a game in such a short timespan. My plan this time is to get the essential experience prototyped as quickly as possible to evaluate if the idea is actually fun. I have in the past wasted too much time on ideas that weren't fun and ended up starting over. I haven't decided if I want to use XNA or Unity 3D but I'm leaning more towards Unity.</p>
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		<title>Going indie!</title>
		<link>http://ericraue.com/2011/01/05/going-indie/</link>
		<comments>http://ericraue.com/2011/01/05/going-indie/#comments</comments>
		<pubDate>Wed, 05 Jan 2011 23:31:01 +0000</pubDate>
		<dc:creator>Eric Raué</dc:creator>
				<category><![CDATA[Indie Game Dev]]></category>

		<guid isPermaLink="false">http://ericraue.com/?p=135</guid>
		<description><![CDATA[Okay some people may think I'm a bit crazy for doing this right away but I've decided to go indie right away instead of first gaining experience in the game industry. While I certainly think industry experience would be beneficial, I want to give it a try first and if things go badly start thinking [...]]]></description>
			<content:encoded><![CDATA[<p>Okay some people may think I'm a bit crazy for doing this right away but I've decided to go indie right away instead of first gaining experience in the game industry. While I certainly think industry experience would be beneficial, I want to give it a try first and if things go badly start thinking about what I want to do. Right now I'm learning Unity and determining if I want to use it or XNA, which I'm more familiar with.  The plan is to do as many rapid prototypes as possible to get used to using Unity and post the decent ones on web portals that support Unity to see what people think.</p>
<p>I've been going to the <a href="http://www.meetup.com/Vancouver-Indie-Game-Developers/">Vancouver Indie Game Developers Meetup</a> for the last few months and I always come home more motivated than ever. The meetup yesterday was amazing with  over 70 indies showing up. Here's a picture with Samppa (left) and I (right) at the meetup. I met Samppa at university and he's been making a lot of Flash games for a couple years now. Be sure to check out his games at <a href="http://www.overworldlabs.com/index.html">Overworld Labs</a>.</p>
<p><a href="http://ericraue.com/wp-content/uploads/2011/01/meetup.png"><img class="alignnone size-full wp-image-136" title="meetup" src="http://ericraue.com/wp-content/uploads/2011/01/meetup.png" alt="" width="300" height="333" /></a></p>
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