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<channel>
	<title>David Midgley</title>
	<atom:link href="http://www.davidmidgley.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.davidmidgley.net</link>
	<description>Game Designer</description>
	<lastBuildDate>Thu, 16 May 2013 17:22:58 +0000</lastBuildDate>
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		<title>Guess the State Game</title>
		<link>http://www.davidmidgley.net/2013/05/guess-the-state-game/</link>
		<comments>http://www.davidmidgley.net/2013/05/guess-the-state-game/#comments</comments>
		<pubDate>Thu, 16 May 2013 17:22:58 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Personal Projects]]></category>
		<category><![CDATA[Real samples]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[guess state]]></category>
		<category><![CDATA[guess the state]]></category>
		<category><![CDATA[hangman]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[US states]]></category>
		<category><![CDATA[USA states game]]></category>
		<category><![CDATA[zone in]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=630</guid>
		<description><![CDATA[So, I was messing with the idea of making a new multi-player Hangman game for mobile, and I went home last night and put together this quick game between 8pm and 1am! I would love to know what you think &#8230; <a href="http://www.davidmidgley.net/2013/05/guess-the-state-game/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2013/05/guess-the-state-game/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Interview on Game Story with Wired Magazine</title>
		<link>http://www.davidmidgley.net/2013/03/interview-on-game-story-with-wired-magazine/</link>
		<comments>http://www.davidmidgley.net/2013/03/interview-on-game-story-with-wired-magazine/#comments</comments>
		<pubDate>Mon, 04 Mar 2013 16:37:52 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Game story]]></category>
		<category><![CDATA[Marketing and business]]></category>
		<category><![CDATA[Studio organisation]]></category>
		<category><![CDATA[david midgley]]></category>
		<category><![CDATA[driver: san francisco]]></category>
		<category><![CDATA[games as art]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[movies]]></category>
		<category><![CDATA[narrative design]]></category>
		<category><![CDATA[sonic]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[tetris]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[wired magazine]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=620</guid>
		<description><![CDATA[I was delighted to be asked about writing in games last week for a Wired Magazine piece by David Cornish. You can see the finished piece featuring some of my comments, which is well worth a read, here: Press X &#8230; <a href="http://www.davidmidgley.net/2013/03/interview-on-game-story-with-wired-magazine/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2013/03/interview-on-game-story-with-wired-magazine/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Certain Affinity&#8217;s Majestic Map Pack DLC Drops Soon for Halo 4!</title>
		<link>http://www.davidmidgley.net/2013/02/certain-affinitys-majestic-map-pack-dlc-drops-soon-for-halo-4/</link>
		<comments>http://www.davidmidgley.net/2013/02/certain-affinitys-majestic-map-pack-dlc-drops-soon-for-halo-4/#comments</comments>
		<pubDate>Tue, 19 Feb 2013 17:59:34 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Marketing and business]]></category>
		<category><![CDATA[Previews and Reviews]]></category>
		<category><![CDATA[Real samples]]></category>
		<category><![CDATA[certain affinity]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[halo 4]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[majestic]]></category>
		<category><![CDATA[map pack]]></category>
		<category><![CDATA[maps]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=615</guid>
		<description><![CDATA[The Majestic Map Pack is launching soon for Halo 4, and Certain Affinity developed and produced the pack in co-development with 343 Industries: &#160; Halo jazz: How 343 Industries and Certain Affinity collaborated to create the Majestic Map Pack &#160;]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2013/02/certain-affinitys-majestic-map-pack-dlc-drops-soon-for-halo-4/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Valve&#8217;s &#8220;Cabal&#8221; System for Game Design</title>
		<link>http://www.davidmidgley.net/2013/01/valves-cabal-system-for-game-design/</link>
		<comments>http://www.davidmidgley.net/2013/01/valves-cabal-system-for-game-design/#comments</comments>
		<pubDate>Thu, 10 Jan 2013 23:42:53 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Marketing and business]]></category>
		<category><![CDATA[Studio organisation]]></category>
		<category><![CDATA[cabal]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[system]]></category>
		<category><![CDATA[team organization]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=569</guid>
		<description><![CDATA[Valve produced a handbook for new employees at the start of 2012. It&#8217;s surprisingly gripping reading, for an employee handbook, and also features some of Valve&#8217;s trademark humor: If you stop on the way back from your massage to play &#8230; <a href="http://www.davidmidgley.net/2013/01/valves-cabal-system-for-game-design/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2013/01/valves-cabal-system-for-game-design/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Halo 4 is out today! P.S. I worked on it</title>
		<link>http://www.davidmidgley.net/2012/11/halo-4-is-out-today-ps-i-worked-on-it/</link>
		<comments>http://www.davidmidgley.net/2012/11/halo-4-is-out-today-ps-i-worked-on-it/#comments</comments>
		<pubDate>Tue, 06 Nov 2012 19:41:42 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Marketing and business]]></category>
		<category><![CDATA[343]]></category>
		<category><![CDATA[certain affinity]]></category>
		<category><![CDATA[game modes]]></category>
		<category><![CDATA[halo 4]]></category>
		<category><![CDATA[ign]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[multiplayer]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=542</guid>
		<description><![CDATA[It&#8217;s great to finally see my company, Certain Affinity, getting some love for our co-development of Halo 4&#8216;s competitive multiplayer, &#8216;War Games&#8217;, with 343, including working on game modes such as Dominion, and on a majority of multiplayer maps, such &#8230; <a href="http://www.davidmidgley.net/2012/11/halo-4-is-out-today-ps-i-worked-on-it/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2012/11/halo-4-is-out-today-ps-i-worked-on-it/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>How to do Internal Monologue in Videogames; plus, I&#8217;m in a book!</title>
		<link>http://www.davidmidgley.net/2012/09/how-to-do-internal-monologue-in-videogames-plus-im-in-a-book/</link>
		<comments>http://www.davidmidgley.net/2012/09/how-to-do-internal-monologue-in-videogames-plus-im-in-a-book/#comments</comments>
		<pubDate>Sun, 02 Sep 2012 21:04:41 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game story]]></category>
		<category><![CDATA[how to write internal monologue]]></category>
		<category><![CDATA[how to write monologue]]></category>
		<category><![CDATA[i or you]]></category>
		<category><![CDATA[internal monologue]]></category>
		<category><![CDATA[monologue in games]]></category>
		<category><![CDATA[passive voice]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=507</guid>
		<description><![CDATA[An interesting question came up on the IGDA Writer&#8217;s Special Interest Group&#8216;s mailing list, from Anne Toole: When you&#8217;ve got players playing a PC [Player Character] that you want them all to strongly identify with, such that they are the &#8230; <a href="http://www.davidmidgley.net/2012/09/how-to-do-internal-monologue-in-videogames-plus-im-in-a-book/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2012/09/how-to-do-internal-monologue-in-videogames-plus-im-in-a-book/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>My Piece on Brevity in the IGDA Perspectives Newsletter</title>
		<link>http://www.davidmidgley.net/2012/05/my-piece-on-brevity-in-the-igda-perspectives-newsletter/</link>
		<comments>http://www.davidmidgley.net/2012/05/my-piece-on-brevity-in-the-igda-perspectives-newsletter/#comments</comments>
		<pubDate>Thu, 31 May 2012 15:49:21 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game story]]></category>
		<category><![CDATA[Real samples]]></category>
		<category><![CDATA[brevity]]></category>
		<category><![CDATA[game writing]]></category>
		<category><![CDATA[igda]]></category>
		<category><![CDATA[perspectives]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[soul of wit]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=499</guid>
		<description><![CDATA[Just a quick update to say that an article I wrote for the IGDA about brevity in games writing is now live in their &#8220;Perspectives&#8221; newsletter: For Games Writers, Brevity is the Soul of … What Was it Again? What &#8230; <a href="http://www.davidmidgley.net/2012/05/my-piece-on-brevity-in-the-igda-perspectives-newsletter/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2012/05/my-piece-on-brevity-in-the-igda-perspectives-newsletter/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Review of Steam Mobile App for iPhone</title>
		<link>http://www.davidmidgley.net/2012/01/review-of-steam-mobile-app-for-iphone/</link>
		<comments>http://www.davidmidgley.net/2012/01/review-of-steam-mobile-app-for-iphone/#comments</comments>
		<pubDate>Sun, 29 Jan 2012 08:39:52 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Previews and Reviews]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[steam store]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=431</guid>
		<description><![CDATA[I&#8217;ve been posting a bunch recently, and I&#8217;d kind of like my bold statements about the uniqueness of story design within game development to stay near the top of the blog a little while longer. But Valve, damn their tardy-but-impeccably-engineered &#8230; <a href="http://www.davidmidgley.net/2012/01/review-of-steam-mobile-app-for-iphone/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2012/01/review-of-steam-mobile-app-for-iphone/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>How Game Writing Is The Same As, But Totally Different From, All Other Disciplines</title>
		<link>http://www.davidmidgley.net/2012/01/how-game-writing-is-the-same-as-but-totally-different-from-all-other-disciplines/</link>
		<comments>http://www.davidmidgley.net/2012/01/how-game-writing-is-the-same-as-but-totally-different-from-all-other-disciplines/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 10:52:58 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Game story]]></category>
		<category><![CDATA[Studio organisation]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[disciplines]]></category>
		<category><![CDATA[flowcharts]]></category>
		<category><![CDATA[game writing]]></category>
		<category><![CDATA[inter-dependence]]></category>
		<category><![CDATA[iteration]]></category>
		<category><![CDATA[reuse]]></category>
		<category><![CDATA[rewriting]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=367</guid>
		<description><![CDATA[Today I am going to blow your mind with a discipline-by-discipline comparison showing how writing fits into game development. By asking a couple of simple questions, then following up with a few nifty diagrams, this article will change your world &#8230; <a href="http://www.davidmidgley.net/2012/01/how-game-writing-is-the-same-as-but-totally-different-from-all-other-disciplines/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2012/01/how-game-writing-is-the-same-as-but-totally-different-from-all-other-disciplines/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Game Sales, Dead Multiplayer Servers, and Ways to Make People Happy</title>
		<link>http://www.davidmidgley.net/2012/01/game-sales-dead-multiplayer-servers-and-ways-to-make-people-happy/</link>
		<comments>http://www.davidmidgley.net/2012/01/game-sales-dead-multiplayer-servers-and-ways-to-make-people-happy/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 18:22:26 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Marketing and business]]></category>
		<category><![CDATA[driver: san francisco]]></category>
		<category><![CDATA[figures]]></category>
		<category><![CDATA[graphs]]></category>
		<category><![CDATA[long tail]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[medieval moves]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[sales]]></category>
		<category><![CDATA[scheduling]]></category>
		<category><![CDATA[servers]]></category>

		<guid isPermaLink="false">http://www.davidmidgley.net/?p=338</guid>
		<description><![CDATA[In the past six months two projects of mine have been released with integral multiplayer components – Driver: San Francisco and Medieval Moves: Deadmund’s Quest. I want to quickly discuss my multiplayer experience with each of these and draw a &#8230; <a href="http://www.davidmidgley.net/2012/01/game-sales-dead-multiplayer-servers-and-ways-to-make-people-happy/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://www.davidmidgley.net/2012/01/game-sales-dead-multiplayer-servers-and-ways-to-make-people-happy/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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