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	<title>Comments on: Effecting Bayonetta</title>
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	<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/</link>
	<description>Home of PlatinumGames Inc., developers of BAYONETTA, MADWORLD, and other high-quality video games.</description>
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		<title>By: vincent.</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1778</link>
		<dc:creator>vincent.</dc:creator>
		<pubDate>Thu, 10 Sep 2009 15:35:36 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1778</guid>
		<description>Bayonetta seems to be a very fluid, smooth, &quot;great to look at&quot; game...it also just makes want to grab the controller and delve into the awesome gameplay that this game has to offer! I love the hair effects when the heels materialize, and when her moves involve shooting while executing them. It&#039;s a bummer that this game has to be realesed next year...but it&#039;s definitely worth the wait.</description>
		<content:encoded><![CDATA[<p>Bayonetta seems to be a very fluid, smooth, &#8220;great to look at&#8221; game&#8230;it also just makes want to grab the controller and delve into the awesome gameplay that this game has to offer! I love the hair effects when the heels materialize, and when her moves involve shooting while executing them. It&#8217;s a bummer that this game has to be realesed next year&#8230;but it&#8217;s definitely worth the wait.</p>
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		<title>By: Ocio y Descargas :: &#187; Blog Archive &#187; Bayonetta no sería lo mismo sin efectos especiales</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1438</link>
		<dc:creator>Ocio y Descargas :: &#187; Blog Archive &#187; Bayonetta no sería lo mismo sin efectos especiales</dc:creator>
		<pubDate>Sun, 19 Jul 2009 17:05:51 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1438</guid>
		<description>[...] de Bayonetta encargado del apartado de los efectos especiales del juego, ha publicado en el blog de Platinum Games un video de un minuto de gameplay del juego sin efectos. Realmente salta a la vista el enorme [...]</description>
		<content:encoded><![CDATA[<p>[...] de Bayonetta encargado del apartado de los efectos especiales del juego, ha publicado en el blog de Platinum Games un video de un minuto de gameplay del juego sin efectos. Realmente salta a la vista el enorme [...]</p>
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		<title>By: twenty1</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1411</link>
		<dc:creator>twenty1</dc:creator>
		<pubDate>Thu, 16 Jul 2009 17:15:21 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1411</guid>
		<description>another great blog from one of my fave developers....LETS GET IT!!!!!!!!!!!!!!</description>
		<content:encoded><![CDATA[<p>another great blog from one of my fave developers&#8230;.LETS GET IT!!!!!!!!!!!!!!</p>
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		<title>By: Col0red</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1358</link>
		<dc:creator>Col0red</dc:creator>
		<pubDate>Fri, 10 Jul 2009 07:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1358</guid>
		<description>@Booom!
Okay, thanks. Although you are not programmer, you did help me a lot. ;)
It&#039;s nice to hear from someone who made it into the industry.
Well, I think I will just play around a bit with particle illusion and XNA. :)</description>
		<content:encoded><![CDATA[<p>@Booom!<br />
Okay, thanks. Although you are not programmer, you did help me a lot. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
It&#8217;s nice to hear from someone who made it into the industry.<br />
Well, I think I will just play around a bit with particle illusion and XNA. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Booom!</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1352</link>
		<dc:creator>Booom!</dc:creator>
		<pubDate>Thu, 09 Jul 2009 16:04:27 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1352</guid>
		<description>@Thenewculture
I started around 12 years ago, there really was no specific training so I am afraid I cannot help you out on that one. I just happened to be good at Photoshop at the time, it was natural progression from there on. Breaking into the industry is a lot harder nowadays. If you got the talent you will get in.

It is important to have a good showreel - try to also show that you can work effectively, creating games is not just about making cool stuff, it is about learning to work with limitations and getting the most out of it.

@Col0red
Honestly I do not know whether Particle Illusion exports data that is usable, it was an example of a typicle particle editor. Fork most likely does (I only have experience with proprietary software).

The most work is the actual graphics engine and after that the particle engine.
And since I am not a programmer I cannot help you out alot I fear. You are ambitious for sure. ;)</description>
		<content:encoded><![CDATA[<p>@Thenewculture<br />
I started around 12 years ago, there really was no specific training so I am afraid I cannot help you out on that one. I just happened to be good at Photoshop at the time, it was natural progression from there on. Breaking into the industry is a lot harder nowadays. If you got the talent you will get in.</p>
<p>It is important to have a good showreel &#8211; try to also show that you can work effectively, creating games is not just about making cool stuff, it is about learning to work with limitations and getting the most out of it.</p>
<p>@Col0red<br />
Honestly I do not know whether Particle Illusion exports data that is usable, it was an example of a typicle particle editor. Fork most likely does (I only have experience with proprietary software).</p>
<p>The most work is the actual graphics engine and after that the particle engine.<br />
And since I am not a programmer I cannot help you out alot I fear. You are ambitious for sure. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: advice?</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1351</link>
		<dc:creator>advice?</dc:creator>
		<pubDate>Thu, 09 Jul 2009 15:36:04 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1351</guid>
		<description>Any of the experienced effects artists/designers have any books or reference they recommend to someone looking to get more experience and ideas for creating really nice game effects?  Obviously experience, practice, and just looking at gorgeous games and trying to figure out how to get the same look helps, but does anyone have any other advice?</description>
		<content:encoded><![CDATA[<p>Any of the experienced effects artists/designers have any books or reference they recommend to someone looking to get more experience and ideas for creating really nice game effects?  Obviously experience, practice, and just looking at gorgeous games and trying to figure out how to get the same look helps, but does anyone have any other advice?</p>
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		<title>By: COL0RED</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1322</link>
		<dc:creator>COL0RED</dc:creator>
		<pubDate>Wed, 08 Jul 2009 16:12:49 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1322</guid>
		<description>So besides the particle editor part, you have to develope a graphics and particle engine in your programming language (guess mostly C++) which understands the output data of the specific particle editor. Say, I want my XNA game to use particle effectes made with Particle Illusion. Do I have to adapt my particle engine to this editor?
Let me know when I&#039;m getting on your nerves with all these questions. ;)</description>
		<content:encoded><![CDATA[<p>So besides the particle editor part, you have to develope a graphics and particle engine in your programming language (guess mostly C++) which understands the output data of the specific particle editor. Say, I want my XNA game to use particle effectes made with Particle Illusion. Do I have to adapt my particle engine to this editor?<br />
Let me know when I&#8217;m getting on your nerves with all these questions. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: thenewculture</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1321</link>
		<dc:creator>thenewculture</dc:creator>
		<pubDate>Wed, 08 Jul 2009 16:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1321</guid>
		<description>Fantastic.  Just a thought, what training did you get after high school?  I&#039;m curious on good places to go to break into the gaming industry, although I&#039;d probably be on the programming side of the fence, as I&#039;ve mostly played around with coding and I don&#039;t quite trust myself artistically :P</description>
		<content:encoded><![CDATA[<p>Fantastic.  Just a thought, what training did you get after high school?  I&#8217;m curious on good places to go to break into the gaming industry, although I&#8217;d probably be on the programming side of the fence, as I&#8217;ve mostly played around with coding and I don&#8217;t quite trust myself artistically <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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	<item>
		<title>By: Booom!</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1319</link>
		<dc:creator>Booom!</dc:creator>
		<pubDate>Wed, 08 Jul 2009 13:46:23 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1319</guid>
		<description>If it only would be that simple. 
You need an actual graphics engine that is capable of handling transparency and camera facing sprites  at the very least. Then comes the particle engine part, which basically interprets the particle data created by the artist and spawns, sorts, draws and updates the particle systems.

There is currently no particle editor that outputs C, the particle editor purely outputs data that is recognized and handled by the particle engine.</description>
		<content:encoded><![CDATA[<p>If it only would be that simple.<br />
You need an actual graphics engine that is capable of handling transparency and camera facing sprites  at the very least. Then comes the particle engine part, which basically interprets the particle data created by the artist and spawns, sorts, draws and updates the particle systems.</p>
<p>There is currently no particle editor that outputs C, the particle editor purely outputs data that is recognized and handled by the particle engine.</p>
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		<title>By: COL0RED</title>
		<link>http://platinumgames.com/2009/07/06/effecting-bayonetta/#comment-1318</link>
		<dc:creator>COL0RED</dc:creator>
		<pubDate>Wed, 08 Jul 2009 09:05:47 +0000</pubDate>
		<guid isPermaLink="false">http://platinumgames.com/?p=1574#comment-1318</guid>
		<description>So, the workflow could be:
Create/Design an effect in a particle editor. This editor creates a file with certain information in any language, like C++, C#, whatever. And then you use the created code-file in your project and code when this effect should be drawn?</description>
		<content:encoded><![CDATA[<p>So, the workflow could be:<br />
Create/Design an effect in a particle editor. This editor creates a file with certain information in any language, like C++, C#, whatever. And then you use the created code-file in your project and code when this effect should be drawn?</p>
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