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	<title>thatgamecompany &#187; Philosophy</title>
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		<title>Get To Know thatgamecompany&#8217;s Bryan Singh</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/get-to-know-bryan-singh/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/get-to-know-bryan-singh/#comments</comments>
		<pubDate>Mon, 04 Apr 2011 18:35:39 +0000</pubDate>
		<dc:creator>Aaron</dc:creator>
				<category><![CDATA[About TGC]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Journey]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://thatgamecompany.com/?p=1412</guid>
		<description><![CDATA[This week, we bring you an interview of our own Bryan Singh: What sorts of things do you do on a daily basis for &#8230;]]></description>
			<content:encoded><![CDATA[<p><img src="http://i130.photobucket.com/albums/p247/Amish_Gramish/bryan-interview1.jpg" alt="Get To Know Bryan Singh of thatgamecompany" /></p>
<div>This week, we bring you an interview of our own Bryan Singh:</div>
<div></div>
<div><strong>What sorts of things do you do on a daily basis for TGC?</strong></div>
<p>Bryan Singh:  I&#8217;m  a technical game designer here at thatgamecompany and what that means  is I do a lot of mechanics design and implementation, level design and  implementation, and programming and engineering. I&#8217;m part of that bridge  between the engineering and design disciplines.</p>
<div><strong>How long have you worked for TGC?</strong></div>
<p>Bryan: I&#8217;ve worked here for almost two years now. I started here June of 2009, at the beginning of Journey.</p>
<div><strong><a title="@hungryfilmmaker Twitter" href="http://www.twitter.com/hungryfilmmaker" target="_blank">@hungryfiilmmaker</a>:  Why not thatmoviecompany or thatcomicbookcompany?  Why are games your medium of choice?</strong></div>
<p>Bryan:  I&#8217;ve actually asked myself this a lot of times. I like doing a lot of  stuff and I don&#8217;t know if I do consider myself restricted to games.  Growing up, games have always been around and they&#8217;ve had an impact on  me, so that&#8217;s what I&#8217;ve grabbed onto.</p>
<p>I think thatgamecompany chose games because we&#8217;re one of the  first generations to have grown up with digital games and we are seeing  how much they can affect people. We want to help make games that affect  people in the right way.</p>
<div><strong><a title="@BmFGrimReaper Twitter" href="http://www.twitter.com/BmFGrimReaper" target="_blank">@BmFGrimReaper</a>:  What&#8217;s an average day for a programmer?  And what are the average hours? (9-5 or 9 until it&#8217;s done?)</strong></div>
<p>Bryan:  Everyone  has the same hours.  Our core hours are about 10:30-7. We start a  little bit late – that&#8217;s kind of the norm for the games industry.   As  far as pushing nonstop until it&#8217;s done, we try very consciously not to  do that. We really strongly believe that if something&#8217;s not done on  time, killing yourself to try to get it done just won&#8217;t produce quality  work.</p>
<div><strong><a title="@RetroModular" href="http://www.twitter.com/@RetroModular" target="_blank"><span id="more-1412"></span>@RetroModular</a>:  Do you program games from scratch, or do you have a framework that you can build upon?</strong></div>
<p>Bryan:  We  do use a few things to start ourselves off. We&#8217;re using PhyreEngine,  which is a Sony provided framework for rendering. Journey, uses some  back end systems that were developed on Flower just for maintaining our  asset pipeline, which has been expanded on. But as far as the gameplay  and the elements specific to journey – the game parts – that&#8217;s really  from scratch.  We want to make the game that we&#8217;re trying to make, and  we don&#8217;t want the limitations imposed by outside libraries.</p>
<div><strong>Troy F.:  What&#8217;s it like working with Jenova Chen?  Is he strict on keeping to  his original plan for the game, or is he fairly open to experimentation  with ideas?</strong></div>
<p>Bryan: This question is making the assumption that we know  exactly what we&#8217;re doing, or at least Jenova knows exactly what&#8217;s  happening from the get-go. Our development process is actually very  iterative and very experimental. We don&#8217;t have a complete picture of  what the game&#8217;s going to be to begin with. Jenova will come up with what  the objective is, what we&#8217;re trying to achieve from the game, what the  emotional goals are, and generally what the experience is. All of us are  constantly contributing to what we think will make the game better,  what we think will more effectively get to our emotional goal.</p>
<p>Jenova is sort of like the curator. He has the last say, but usually the collaborative settlement is what we use.</p>
<div><strong><strong><a title="@drobdesign" href="http://www.twitter.com/drobdesign" target="_blank">David Roberts/@drobdesign</a></strong>:  What steps can aspiring game designers take to learn to produce games the way you guys do?</strong></div>
<p>You shouldn&#8217;t try to be like us&#8230; Well, To some extent maybe you  should. One of the things that I admire from the founders of this team  as well as the rest of my coworkers is they saw something that matters  to them, and they worked on that. Aspiring game designers should  really find what motivates them and what they&#8217;re genuinely interested  about. Be true to yourself, and really just think about why you are  creating things and who you are creating them for.</p>
<div><strong><a title="@drobdesign Twitter" href="http://www.twitter.com/drobdesign" target="_blank">David Roberts/@drobdesign</a>: What do you play in your free time?</strong></div>
<p>I play all sorts of  games. I&#8217;m a gamer. Lately I&#8217;ve been playing some Kirby&#8217;s Epic Yarn; but  I do a lot of stuff. I don&#8217;t just play games. Lately I&#8217;ve been making  games a lot. I program, and draw. Playing games isn&#8217;t my primary  passtime.</p>
<div><strong>When you were a kid, what did you want to do when you grow up?</strong></div>
<p>When  I was eight years old, I was completely convinced that I was going to  be a puppeteer. That ended up changing somehow into being a cartoonist,  and I had even less of an idea of what that actually meant.  And then I  think that changed into, “I want to be an animator.”  Around middle  school or high school, that&#8217;s when I started programming and making  games.</p>
<div><strong>What was your first video game experience?</strong></div>
<p>So, I think&#8230; uh&#8230;  Fire truck. [Sound of a fire truck racing in the background.] The first  thing I remember was probably Marble Madness or Super Mario Bros. on the  NES.  I recall always having my brothers around playing games, and old  NES games were the first ones, but the first one that was really  impactful was Mario RPG on the Super Nintendo.</p>
<div><strong><a title="Facebook" href="http://www.facebook.com/profile.php?id=1013110439" target="_blank">Simone</a> <a title="AltairJP3 YouTube" href="http://www.youtube.com/user/AltairJp3" target="_blank">Di Gravio</a>/<a title="@AltairJp3 Twitter" href="http://twitter.com/#!/AltairJp3" target="_blank">@AltairJp3</a>:  How did you get into the game industry?  Inspirations, etc.</strong></div>
<p>I had  been making games since middle school, just for fun. In 2001 or 2002, I was really getting into the <a title="Newgrounds" href="http://www.newgrounds.com" target="_blank">Newgrounds</a> scene. I was really inspired by Tom  Fulp and Dan Paladin, the guys who started The Behemoth and made Castle  Crashers. Those guys have just been amazing inspirations for me. It  seems like one of the things I really learned from them is to be  yourself, just be awesome, and just do things you think are cool.<br />
In high school I was making flash games on Newgrounds, and when I was  graduating high school I ended up going to <a title="Digipen Institue of Technology" href="http://www.digipen.edu" target="_blank">Digipen</a>.<br />
Coming out of school, I was just lucky enough to get a job at  thatgamecompany. I just straight up sent in an application and wrote  them an e-mail, really, and then did a couple of interviews and got a  job here. So I didn&#8217;t really do anything spectacular; I just made games.  If you wanna make games, just do it. There&#8217;s nothing stopping you.</p>
<div><strong><a title="@RetroModular Twitter" href="http://www.twitter.com/RetroModular" target="_blank">@RetroModular</a>:  Do you like cake?</strong></div>
<p>I like cake, but I don&#8217;t like cake with a lot  of frosting in it. I think frosting is the worst part of the cake. Well,  that&#8217;s not true; it depends on who made the frosting. In general, cake  that&#8217;s either not frosted or not too frosted.</p>
<div><strong>What do you think about the response from fans?  (Specifically  things like the <a href="http://www.youtube.com/watch?v=deu_rUeIstg" target="_blank">&#8220;New and Sexy Way to Play Flower</a>&#8221; video and <a href="http://www.penny-arcade.com/comic/2007/3/12/" target="_blank">Penny</a> <a href="http://www.penny-arcade.com/comic/2007/2/26/" target="_blank">Arcade</a>?)</strong></div>
<p>That makes me really excited. To me that shows that  we&#8217;re penetrating multiple markets or multiple fan bases. Not only are  we appealing to casual gamers, but actual hardcore gamers. Traditional  gamers are getting something from our games as well. In some way I see  this as validation.<br />
It&#8217;s fun that people can play our games and play-hearted way and joke  around about them, and also appreciate them.</p>
<p>&nbsp;</p>
<p>Stay tuned for more interviews of thatgamecompany members!<br />
And if you have any more questions for us, just comment in this blog with your question (please leave a Twitter, Facebook, or website for us to link to) and if your question makes the cut, you&#8217;ll see it here soon!</p>
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		<title>Robin Hunicke on How to be a Great Producer</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/robin-hunicke-on-how-to-be-a-great-producer/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/robin-hunicke-on-how-to-be-a-great-producer/#comments</comments>
		<pubDate>Tue, 05 Oct 2010 19:34:12 +0000</pubDate>
		<dc:creator>Kellee</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://thatgamecompany.com/?p=1054</guid>
		<description><![CDATA[gamesauce recently sat down with our producer extraordinaire, Robin Hunicke, and discussed what it&#8217;s like working with emotions, and how she strives to be &#8230;]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamesauce.org/news/">gamesauce</a> recently sat down with our producer extraordinaire, Robin Hunicke, and discussed what it&#8217;s like working with emotions, and how she strives to be great at what she does. (We think she is. Pretty great, that is.)</p>
<p>&#8220;&#8216;Just try to make everyone’s experience positive and creative and without friction,&#8217; she suggests. &#8216;Obviously, one person can’t do that. A producer alone can’t make the working experience smooth and efficient and joyous, but one should try as best as they can. A lot of that is having conversations about areas where skills can be developed, how behaviors can be improved or just giving someone positive feedback about doing something really fantastic.&#8217;&#8221;</p>
<p>&#8220;&#8216;What I strive to do every day, is to leave the office having made a measurable impact on everyone’s work experience. That could be anything from organizing a meeting about a feature I think needs help to ordering a whiteboard and helping someone hang it up so their ideas can be expressed more freely than being scrawled on little pieces of paper.&#8217;&#8221;</p>
<p><strong><a href="http://gamesauce.org/news/2010/09/07/robin-hunicke-on-working-with-feeling-how-to-be-a-great-producer/">http://gamesauce.org/news/2010/09/07/robin-hunicke-on-working-with-feeling-how-to-be-a-great-producer/</a></strong></p>
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		<title>Gamasutra Article on Jenova @ Develop Conference</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/gamasutra-article-on-jenova-develop-conference/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/gamasutra-article-on-jenova-develop-conference/#comments</comments>
		<pubDate>Thu, 16 Jul 2009 13:12:50 +0000</pubDate>
		<dc:creator>Kellee</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://thatgamecompany.com/?p=603</guid>
		<description><![CDATA[Jenova Chen&#8217;s talk at the Develop Conference in Brighton was featured in an article on Gamasutra. &#8220;Feelings make the game, says thatgamecompany&#8217;s Jenova Chen. &#8230;]]></description>
			<content:encoded><![CDATA[<p>Jenova Chen&#8217;s talk at the Develop Conference in Brighton was featured in an article on Gamasutra.</p>
<p>&#8220;Feelings make the game, says thatgamecompany&#8217;s Jenova Chen. &#8220;If the feelings that you provide in your game are unique, then your game will be unique,&#8221; said the <em>Flower</em> developer&#8217;s creative director and co-founder at Develop in Brighton.&#8221;</p>
<p><a href="http://gamasutra.com/php-bin/news_index.php?story=24442">Read the full article here.</a></p>
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		<title>Play Prevents Violence, Promotes Empathy and Trust</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/play-prevents-violence-promotes-empathy-and-trust/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/play-prevents-violence-promotes-empathy-and-trust/#comments</comments>
		<pubDate>Tue, 07 Jul 2009 13:56:07 +0000</pubDate>
		<dc:creator>Kellee</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://thatgamecompany.com/?p=585</guid>
		<description><![CDATA[via Speaking of Faith Stuart Brown, a physician and director of the National Institute for Play, says that pleasurable, purposeless activity prevents violence and promotes &#8230;]]></description>
			<content:encoded><![CDATA[<p>via <a href="http://speakingoffaith.publicradio.org/programs/2009/play/">Speaking of Faith</a></p>
<p><img class="aligncenter size-medium wp-image-587" title="42-19441749" src="http://thatgamecompany.com/wp-content/uploads/2009/07/42-19441749-300x224.jpg" alt="42-19441749" width="300" height="224" /></p>
<p><a href="http://www.nifplay.org/board_directors_fin.html">Stuart Brown</a>, a physician and director of the <a href="http://www.nifplay.org/">National Institute for Play</a>, says that pleasurable, purposeless activity prevents violence and promotes trust, empathy, and adaptability to life&#8217;s complication.  Play games &#8211; they&#8217;re good for you!</p>
<p><a href="http://speakingoffaith.publicradio.org/programs/play/">Listen to the radio program here.</a></p>
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		<title>Video Game in 10 Years</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/video-game-in-10-years/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/video-game-in-10-years/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 08:23:00 +0000</pubDate>
		<dc:creator>Jenova</dc:creator>
				<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://thatgamecompany.com/?p=478</guid>
		<description><![CDATA[This is a presentation I gave at the GamesBeat09 conference hosted by VentureBeat. The topic is about the future of video games. Unfortunately, my &#8230;]]></description>
			<content:encoded><![CDATA[<p>This is a presentation I gave at the GamesBeat09 conference hosted by VentureBeat. The topic is about the future of video games. Unfortunately, my presentation was interrupted. Therefore I recorded a version afterward to satisfy the people who are interested to hear the ending.</p>
<p>However, this is the first time I tried to add my narration to my slides. There were so many technical issues happened during the making of this video. So if you hear sound glitches (some are pretty long), please bear with me. In addition, this was suppose to be a 8 minutes talk. However, I spent 20 minutes trying to elaborate each slides to more details which made the talk too long to watch : {</p>
<p><object width="480" height="360"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3877613&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3877613&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="480" height="360"></embed></object></p>
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		<title>CBC Radio Interview on Flower &amp; More</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/cbc-radio-interview-on-flower-more/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/cbc-radio-interview-on-flower-more/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 10:36:09 +0000</pubDate>
		<dc:creator>Jenova</dc:creator>
				<category><![CDATA[Flower]]></category>
		<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://thatgamecompany.com/?p=385</guid>
		<description><![CDATA[It was a great honor and pleasant experience chatting with host of CBC Radio show Spark, Nora Young about Flower and the game design &#8230;]]></description>
			<content:encoded><![CDATA[<p>It was a great honor and pleasant experience chatting with host of CBC Radio show <a href="http://www.cbc.ca/spark/">Spark</a>, <a href="http://www.cbc.ca/spark/nora">Nora Young</a> about <a href="http://thatgamecompany.com/games/flower/">Flower</a> and the game design philosophy behind <a href="http://thatgamecompany.com/about/">thatgamecompany</a>. </p>
<p>The crew at Spark managed to edit our 30 minutes conversation into be a very condensed information feast. You probably won&#8217;t be able to tell that I had bad coughs that day. Applause for the effort went into the <a href="http://www.cbc.ca/spark/2009/02/episode-65-february-4-7-2009/"><strong>show</strong></a>!</p>
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		<title>Video Game, Art and Digital Medium</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/video-game-art-and-digital-medium/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/video-game-art-and-digital-medium/#comments</comments>
		<pubDate>Wed, 07 May 2008 05:28:39 +0000</pubDate>
		<dc:creator>Jenova</dc:creator>
				<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://localhost/thatgameco/dev/wordpress/?p=80</guid>
		<description><![CDATA[I had a great conversation with my friend Anna Knos today on IM. She&#8217;s not in the video game industry but somehow is doing &#8230;]]></description>
			<content:encoded><![CDATA[<p>I had a great conversation with my friend <a href="http://www.annaknos.com">Anna Knos</a> today on IM. She&#8217;s not in the video game industry but somehow is doing researches about games. And by sharing my thoughts on video games and art with her I learned a lot myself.</p>
<p>In short, video game can be Art if you make it.</p>
<p>And here are my lazy IM notes&#8230;<span id="more-80"></span>(JC = me)<br />
(AK = Anna)<br />
AK: How do you define a game?</p>
<p>JC: In the traditional sense, they are interactive contents considered mainly for entertainment and leisure purposes. However it is often considered the most commercially successful art form of interactive media. Whether game is going to become the new name for interactive media just like the &#8220;film&#8221; of motion pictures is still unknown.</p>
<p>AK: I&#8217;m wondering the difference or split (if any) between an art game and game</p>
<p>JC: Game is really just a medium, so anything in a medium can be art or not be art. Art is a communication between the creators and the audience, where non art can also be entertaining. However, there&#8217;s no intellectual message embedded. Someone said art is for changing the world while entertainment is for leisure.</p>
<p>AK: Hmm. Postmodern is not to change the world.</p>
<p>JC: Yeah that&#8217;s why I didn&#8217;t completely agree with him.</p>
<p>AK: what is the drive in your art making?</p>
<p>JC: To me art is sharing understanding of life with others. Whether it&#8217;s an opinion or an appreciation, artists express that message and feeling through their works.</p>
<p>AK: are you saying that an artist can create a game around his appreciation for the relationships formed between user and piece (game)?</p>
<p>JC: very likely. For example, in architecture, the artists design a building with consideration of how human interact with the building, the lighting, the shadow and so on. I&#8217;d consider that as an interactive art rather than a sculpture of concrete. In fact, if you look at a well made sports car, isn&#8217;t it an appreciation of the relationship and extension between the driver and the machine?</p>
<p>AK: <img src='http://thatgamecompany.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  indeed it is</p>
<p>JC: However, while most people make cars, they don&#8217;t necessarily put their messages in it. They are just making a car. They forget what they want to express through the metal. Therefore, the car is just a car, not an art.</p>
<p>AK: yes. That&#8217;s clear <img src='http://thatgamecompany.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>JC: if I&#8217;m an industrial designer I might be able to design a car that expressing my feeling about peace, depression or anything. I think artists are people who have something to say and have the desire to share with others. And the medium they can use are unlimited.</p>
<p>AK: Do you see digital as a medium?</p>
<p>JC: digital is a tech term to describe that things are stored in numbers, usually 0/1. So I won&#8217;t call it a medium.</p>
<p>AK: Yeah. But I keep seeing &#8220;the digital medium&#8221;</p>
<p>JC: well that means &#8220;any medium that uses 0/1 to store&#8221; which can be painting, movie, music and game, anything as long as they are stored in some kind of data format.</p>
<p>AK: Do you feel that there are universal structures to the game (like having a goal and levels and so on)?</p>
<p>JC: there are conventions, but never rules. So goals and levels are not mandatory. But it would be easier for others to understand if a game has them.</p>
<p>AK: what&#8217;s the most abstract game you&#8217;ve seen?</p>
<p>JC: it&#8217;s hard to define abstract, maybe that means the opposite of realism</p>
<p>AK: umm, I mean farthest from the classic game while still falling under the term Game</p>
<p>JC: I can&#8217;t really choose the most abstract game of all time. There are too many art pieces that are considered non-game.</p>
<p>AK: I&#8217;m trying to get a grasp of the poles within the game medium. But I&#8217;m asking what you consider a game&#8230; I dun care about other people</p>
<p>JC: you can try out &#8220;passage&#8221; which is a game that I considered art. One of the most inspiring games I played in the past two years</p>
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		<title>Interview w/ Jenova by Tale of Tales</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/interview-w-jenova-by-tale-of-tales/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/interview-w-jenova-by-tale-of-tales/#comments</comments>
		<pubDate>Tue, 08 Apr 2008 17:22:14 +0000</pubDate>
		<dc:creator>Jenova</dc:creator>
				<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Press]]></category>

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		<description><![CDATA[The development team Tale of Tales is somewhat of a sister studio to ours. They develop games that explore richer emotional themes and content &#8230;]]></description>
			<content:encoded><![CDATA[<p>The development team <a href="http://tale-of-tales.com/blog/?page_id=19">Tale of Tales</a> is somewhat of a sister studio to ours. They develop games that explore richer emotional themes and content not traditionally found in the current video game market landscape.  Most recently, they were finalists in the Independent Games Festival with their game <a href="http://www.tale-of-tales.com/ThePath/">&#8220;The Path,&#8221;</a> a dark and haunting game that toys with the player&#8217;s sense of direct goals and achievements while the story of the game plays with the themes of &#8220;Little Red Riding Hood.&#8221;</p>
<p>They&#8217;ve been gathering <a href="http://tale-of-tales.com/blog/interviews">quite an interesting interview series</a>, the last of which, we are honored to say, is an interview with our Creative Director, Jenova Chen.<br />
The same TGC concepts you are probably familiar with are explored, but Jenova goes into much more depth about his background and beginnings as a game developer, and I think the dialogue becomes more interesting in lieu of the nature of ToT&#8217;s games.</p>
<p><a href="http://tale-of-tales.com/blog/interviews/interview-with-jenova-chen">Click here for the interview.</a></p>
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		<title>End of the Week Thoughts</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/end-of-the-week-thoughts/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/end-of-the-week-thoughts/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 17:22:26 +0000</pubDate>
		<dc:creator>Kellee</dc:creator>
				<category><![CDATA[Philosophy]]></category>

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		<description><![CDATA[I was going through my YouTube &#8220;favorites&#8221; folder this morning, and came upon a video I found a couple of years ago. It&#39;s a &#8230;]]></description>
			<content:encoded><![CDATA[<p>I was going through my YouTube &#8220;favorites&#8221; folder this morning, and came upon a video I found a couple of years ago.  </p>
<p>It&#39;s a clip from a documentary titled &#8220;Chambre 666,&#8221; shot during the Cannes Film Festival of 1982.  During the festival, director <a href="http://www.imdb.com/name/nm0000694/">Wim Wenders</a> set up a camera in this hotel room and invited various directors to come in and discuss their thoughts on the future of cinema. A 1982 Steven Spielberg(post-Raiders of the Lost Ark, pre-E.T.) shares his thoughts. </p>
<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/PxRldrBqEzk&amp;rel=0&amp;hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/PxRldrBqEzk&amp;rel=0&amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>
<p>I get an eerie sensation watching this video. Possibly because the subject he addresses is so similar to the subject that game developers have been harping on for the last few years.  And maybe this makes me feel like I&#39;m seeing the future of video games in this weird way, by watching 1982 Spielberg discuss his frustration with the business of film making, but knowing that he would go on to create hit after hit after hit.  Did he intentionally or accidentally contribute to the very problem over which he expresses concern?  Does he wish he had made more personal films, or did his opinion on this subject change?  </p>
<p>At any rate, whether you read into this clip as much as I do or not, I hope you enjoy this interview with someone from what&#39;s known as the first generation of directors who were able to study film in college, and went on to change the film industry as it was understood at the time.</p>
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		<title>Academic path to working in games &#8211; Jenova Chen, John Edwards &amp; Kim Swift</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/academic-path-to-working-in-games-jenova-chen-john-edwards-kim-swift/</link>
		<comments>http://thatgamecompany.com/our-game-design-philosophy/academic-path-to-working-in-games-jenova-chen-john-edwards-kim-swift/#comments</comments>
		<pubDate>Sun, 08 Jul 2007 00:50:11 +0000</pubDate>
		<dc:creator>Jenova</dc:creator>
				<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://localhost/thatgameco/dev/wordpress/?p=44</guid>
		<description><![CDATA[Thanks to Brandon Sheffield, features editor of Game Developer magazine. We have another awesome article for students who wants to get into the game &#8230;]]></description>
			<content:encoded><![CDATA[<p>Thanks to Brandon Sheffield, features editor of Game Developer magazine. We have another awesome article for students who wants to get into the game industry. </p>
<p><a href="http://www.tmcnet.com/usubmit/2007/07/05/2762884.htm"><img height="40" width="490" title="tmcnet" alt="tmcnet" src="http://thatgamecompany.com/blog/media/1/20070707-tmc-pr.gif"/> <br /> Making the most of U. Time &#8212; Academic paths to working in games</a></p>
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