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<channel>
	<title>Flash GAMM Blog</title>
	<atom:link href="http://blog.flashgamm.com/en/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.flashgamm.com/en</link>
	<description></description>
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			<item>
		<title>Videos are online!</title>
		<link>http://blog.flashgamm.com/en/2013/video-online-m2013/</link>
		<comments>http://blog.flashgamm.com/en/2013/video-online-m2013/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 14:07:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1652</guid>
		<description><![CDATA[The videos of Flash GAMM Moscow 2013 are already online both on on site and in blog!
Featured videos:

Discussion panel: &#8220;Team and project management&#8221;
Toonbox: &#8220;Kumi-Kumi and Mr. Freeman: from idea to its multimedia realization&#8221;
Adobe: &#8220;Adobe Gaming NOW!&#8221;
FDG Entertainment: &#8220;Staying Unique at the Age of Clones&#8221;

Check the rest of the conference videos on Youtube.
]]></description>
			<content:encoded><![CDATA[<p>The videos of Flash GAMM Moscow 2013 are already <a href="http://www.flashgamm.com/moscow2013/en/program/">online</a> both on on site and in blog!</p>
<p>Featured videos:</p>
<ul>
<li><a style="font-size: 13px; line-height: 19px;" href="http://blog.flashgamm.com/en/2013/round-table-management/">Discussion panel: &#8220;Team and project management&#8221;</a></li>
<li><a style="font-size: 13px; line-height: 19px;" href="http://blog.flashgamm.com/en/2013/toonbox-video-2/">Toonbox: &#8220;Kumi-Kumi and Mr. Freeman: from idea to its multimedia realization&#8221;</a></li>
<li><a style="font-size: 13px; line-height: 19px;" href="http://blog.flashgamm.com/en/2013/adobe-gaming-now-session/">Adobe: &#8220;Adobe Gaming NOW!&#8221;</a></li>
<li><a style="font-size: 13px; line-height: 19px;" href="http://blog.flashgamm.com/en/2013/fdg-entertainment-video/">FDG Entertainment: &#8220;Staying Unique at the Age of Clones&#8221;</a></li>
</ul>
<p>Check the rest of the conference videos on <a href="http://www.youtube.com/user/flashgamm">Youtube</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/video-online-m2013/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Lynch (Moscow 2013)</title>
		<link>http://blog.flashgamm.com/en/2013/game-lynch-moscow-2013/</link>
		<comments>http://blog.flashgamm.com/en/2013/game-lynch-moscow-2013/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 13:05:03 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[Game Lynch & Contest]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1630</guid>
		<description><![CDATA[
Presentation:
 
Experts:
Alex Nichiporchik, (Spil Games)
Philipp Döschl, (FDG Entertainment)
Morann Arad, (PlayScape)
Annakaisa Kultim, (The Global Jam)
Andrey Kovalishin – indie developer
Games:
Disease Warriror
Back to Zombieland
Mishmash
Pain Tiger
Diamonds Mania 2
]]></description>
			<content:encoded><![CDATA[<p><iframe width="512" height="288" src="http://www.youtube.com/embed/QP-2OgtNbdI" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Presentation:</strong><br />
<iframe src="http://www.slideshare.net/slideshow/embed_code/22425652" width="512" height="421" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe></p>
<p><strong>Experts:</strong><br />
Alex Nichiporchik, (<a href="http://www.spilgames.com/">Spil Games</a>)<br />
Philipp Döschl, (<a href="http://www.fdg-entertainment.com/">FDG Entertainment</a>)<br />
Morann Arad, (<a href="http://www.playscape.com/">PlayScape</a>)<br />
Annakaisa Kultim, (<a href="http://globalgamejam.org/">The Global Jam</a>)<br />
Andrey Kovalishin – indie developer</p>
<p><strong>Games:</strong><br />
Disease Warriror<br />
Back to Zombieland<br />
Mishmash<br />
Pain Tiger<br />
Diamonds Mania 2</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/game-lynch-moscow-2013/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FDG Entertainment: Staying Unique at the Age of Clones.</title>
		<link>http://blog.flashgamm.com/en/2013/fdg-entertainment-video/</link>
		<comments>http://blog.flashgamm.com/en/2013/fdg-entertainment-video/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 12:58:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[clones]]></category>
		<category><![CDATA[FDG]]></category>
		<category><![CDATA[FlashGAMM]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[Philipp Döschl]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[доклад]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1643</guid>
		<description><![CDATA[Video:

Presentation:
 
Description:
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe width="512" height="288" src="http://www.youtube.com/embed/SGDY1htWHVQ" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Presentation:</strong><br />
<iframe src="http://www.slideshare.net/slideshow/embed_code/21750570" width="512" height="421" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe></p>
<p><strong>Description:</strong><br />
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?<br />
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.<br />
Be creative, be successful!</p>
<p><strong>About speaker:</strong><br />
<strong>Philipp Döschl</strong> co-founded <a href="http://www.fdg-entertainment.com/">FDG Entertainment</a> back in 2001 at the age of 19. Having graduated in Sound Engineering and studied Japanese, Philipp can look back onto a video gaming background of more than 25 years, starting playing games at only 4 years old, witnessing the evolution and growth of the video gaming industry from the big crash in 1983 to nowadays first hand.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/fdg-entertainment-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Toonbox: Kumi-Kumi and Mr. Freeman: from idea to its multimedia realization.</title>
		<link>http://blog.flashgamm.com/en/2013/toonbox-video-2/</link>
		<comments>http://blog.flashgamm.com/en/2013/toonbox-video-2/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 12:38:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art & Animation]]></category>
		<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[Toonbox]]></category>
		<category><![CDATA[анимационная студия]]></category>
		<category><![CDATA[анимационный персонаж]]></category>
		<category><![CDATA[анимация]]></category>
		<category><![CDATA[рынок анимации]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1641</guid>
		<description><![CDATA[Video:

Presentation:
 
Description:
The lecture is devoted to two major projects of Toonbox animation studio, which ideas have already become animation brand and are about to evolve into multimedia brands. It will also include the presentation a new product for kids – Cats forward! – which further developments is still in store for the audience. The speaker [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe src="http://player.vimeo.com/video/67323660" width="512" height="384" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><strong>Presentation:</strong><br />
<iframe src="http://www.slideshare.net/slideshow/embed_code/21762759" width="512" height="421" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe></p>
<p><strong>Description:</strong><br />
The lecture is devoted to two major projects of Toonbox animation studio, which ideas have already become animation brand and are about to evolve into multimedia brands. It will also include the presentation a new product for kids – Cats forward! – which further developments is still in store for the audience. The speaker will also introduce the plan of brand promotion and its release on multimedia platforms.</p>
<p><strong>About speaker:</strong><br />
<strong>Pavel Muntyan</strong> manages <a href="http://toonbox.ru/">Toonbox</a> animation studio. Who else can observe graphics and animation if not the head of a leading Russian stidios which enjoys the trust of Microsoft, Mr. Freeman and state bodies?</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/toonbox-video-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interactive Lab: Digital art, interactive installations – the way of the developer.</title>
		<link>http://blog.flashgamm.com/en/2013/interactive-lab-video/</link>
		<comments>http://blog.flashgamm.com/en/2013/interactive-lab-video/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 09:16:01 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[Technology & Development]]></category>
		<category><![CDATA[digital art]]></category>
		<category><![CDATA[FlashGAMM]]></category>
		<category><![CDATA[installations]]></category>
		<category><![CDATA[Interactive Lab]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[Valentin Simonov]]></category>
		<category><![CDATA[доклад]]></category>
		<category><![CDATA[программирование]]></category>
		<category><![CDATA[разработка]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1672</guid>
		<description><![CDATA[Video:

Description:
Valentin will talk on his involvement in the industry of interactive installations. Why the last 3 years has changed his approach to the development and attitude to programming. Come and see the examples of interesting installations and learn why this vector of development can be promising.
About speaker:
Valentin Simonov is the Chief Engineer at Interactive Lab [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe width="512" height="288" src="http://www.youtube.com/embed/TVfr55d9oro" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Description:</strong><br />
Valentin will talk on his involvement in the industry of interactive installations. Why the last 3 years has changed his approach to the development and attitude to programming. Come and see the examples of interesting installations and learn why this vector of development can be promising.</p>
<p><strong>About speaker:</strong><br />
<strong>Valentin Simonov</strong> is the Chief Engineer at <a href="http://interactivelab.ru/">Interactive Lab</a> where he brings the most crazy and creative ideas to life, combining his knowledge and experience in endless variations of hardware and sophisticated algorithms. He also has several FWA awards.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/interactive-lab-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>WillArk: Interesting facts about Japanese game industry</title>
		<link>http://blog.flashgamm.com/en/2013/willark-video/</link>
		<comments>http://blog.flashgamm.com/en/2013/willark-video/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 08:59:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[FlashGAMM]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[WillArk]]></category>
		<category><![CDATA[доклад]]></category>
		<category><![CDATA[игровая индустрия]]></category>
		<category><![CDATA[игры]]></category>
		<category><![CDATA[мобильные игры]]></category>
		<category><![CDATA[онлайн игры]]></category>
		<category><![CDATA[Япония]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1670</guid>
		<description><![CDATA[Video:

Presentation:
 
Description:
The session is devoted to the situation in Japanese market, to figures and products which stirred the world, to games and apps that made it to the top and some other interesting facts about Japanese game industry.
About speaker:
Nikita Lubimov is an official representative of WillArk, a company focused on making and publishing games for [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe width="512" height="288" src="http://www.youtube.com/embed/eOzHvws3R4M" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Presentation:</strong><br />
<iframe src="http://www.slideshare.net/slideshow/embed_code/21764417" width="512" height="421" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe></p>
<p><strong>Description:</strong><br />
The session is devoted to the situation in Japanese market, to figures and products which stirred the world, to games and apps that made it to the top and some other interesting facts about Japanese game industry.</p>
<p><strong>About speaker:</strong><br />
<strong>Nikita Lubimov</strong> is an official representative of <a href="http://www-e.willark.co.jp/">WillArk</a>, a company focused on making and publishing games for Japanese market. He has tried himself in different roles – from industry observer to browser game designer. Later on Nikita started creating own projects for external funding. In 2009 he joined Pixonic team to pass the whole way from a start-up to global publisher.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/willark-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rocket Jump: Team evolution with moving to multi project development</title>
		<link>http://blog.flashgamm.com/en/2013/rocket-jump-mitrofanov-video/</link>
		<comments>http://blog.flashgamm.com/en/2013/rocket-jump-mitrofanov-video/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 08:45:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[Marketing & PR]]></category>
		<category><![CDATA[FlashGAMM]]></category>
		<category><![CDATA[Rocket Jump]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[доклад]]></category>
		<category><![CDATA[команда]]></category>
		<category><![CDATA[разработка]]></category>
		<category><![CDATA[управление командой]]></category>
		<category><![CDATA[управление проектами]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1667</guid>
		<description><![CDATA[Video:

Presentation:
 
Description:
What problems does a team face when it turns from developing a single project to few projects simultaneously? What are the best practices to double the staff within half a year without productivity and quality losses? The speaker is going to answer these questions relying on his expertise in projects development, launch and management.
About [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe width="512" height="288" src="http://www.youtube.com/embed/_VKT2D9oe9c" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Presentation:</strong><br />
<iframe src="http://www.slideshare.net/slideshow/embed_code/21763027" width="512" height="421" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe></p>
<p><strong>Description:</strong><br />
What problems does a team face when it turns from developing a single project to few projects simultaneously? What are the best practices to double the staff within half a year without productivity and quality losses? The speaker is going to answer these questions relying on his expertise in projects development, launch and management.</p>
<p><strong>About speaker:</strong><br />
<strong>Konstantin Mitrofanov</strong> is the CEO and the Senior Producer at <a href="http://rocketjump.ru/">Rocket Jump</a>. He managed the development of Korolevstvo and Osada! projects of the company. He likes creating high-class games and considers graphic design essential, paying special attention to all parts of project operation management, starting from art department to technical development.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/rocket-jump-mitrofanov-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Unity: What does it take to port a browser title to mobiles.</title>
		<link>http://blog.flashgamm.com/en/2013/video-unity/</link>
		<comments>http://blog.flashgamm.com/en/2013/video-unity/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 08:26:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[Technology & Development]]></category>
		<category><![CDATA[FlashGAMM]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[Oleg Pridyuk]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[доклад]]></category>
		<category><![CDATA[кроссплатформенность]]></category>
		<category><![CDATA[портирование]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1664</guid>
		<description><![CDATA[Video:

Presentation:
 
Description:
Been doing a browser game that happened to be shipping on mobiles first? That’s a popular case that has a proper solution. Let’s study how we make it with Unity projects.
About speaker:
Oleg Pridiuk has been breaking mobiles in Unity since Unity iPhone 1.0.1 and grew up to a default goto person for everything mobile. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe width="512" height="288" src="http://www.youtube.com/embed/405vMPtp89k" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Presentation:</strong><br />
<iframe src="http://www.slideshare.net/slideshow/embed_code/21833014" width="512" height="421" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe></p>
<p><strong>Description:</strong><br />
Been doing a browser game that happened to be shipping on mobiles first? That’s a popular case that has a proper solution. Let’s study how we make it with Unity projects.</p>
<p><strong>About speaker:</strong><br />
<strong>Oleg Pridiuk</strong> has been breaking mobiles in <a href="http://unity3d.com/">Unity</a> since Unity iPhone 1.0.1 and grew up to a default goto person for everything mobile. He is using his technical skills along with an irresistible charm and charisma to advocate Eastern Europe of Unity and vice versa.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/video-unity/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Player.IO: How to make a million dollar flash game.</title>
		<link>http://blog.flashgamm.com/en/2013/player-io-video/</link>
		<comments>http://blog.flashgamm.com/en/2013/player-io-video/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 08:07:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[FlashGAMM]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[доклад]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1661</guid>
		<description><![CDATA[Video:

Description:
In this talk, Chris Benjaminsen looks back on 5 years of advising developers of the Player.IO platform on how to make better games. The talk will cover everything, what worked, what did not work and even give deep insight into revenue numbers from multiple games.
About speaker:
Chris Benjaminsen is a Co-Founder &#038; the CPO of PlayerScale [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe width="512" height="288" src="http://www.youtube.com/embed/Dk2ZaW9H3w0" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Description:</strong><br />
In this talk, Chris Benjaminsen looks back on 5 years of advising developers of the Player.IO platform on how to make better games. The talk will cover everything, what worked, what did not work and even give deep insight into revenue numbers from multiple games.</p>
<p><strong>About speaker:</strong><br />
<strong>Chris Benjaminsen</strong> is a Co-Founder &#038; the CPO of <a href="http://playerscale.com/">PlayerScale Inc</a>., a fast growing technology company providing platforms such as <a href="http://playerio.com/">Player.IO</a> for games developers. Prior to forming PlayerScale Inc, Chris was co-founder of <a href="http://nonoba.com/">Nonoba.com</a>, a gaming community where Flash developers and casual game players come together on the web to chat, relax and play innovative single and multiplayer games. Chris has also produced more than 20 games including Everybody Edits and Untangle.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.flashgamm.com/en/2013/player-io-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Strategic Music: Atmosphere of success. Part II.</title>
		<link>http://blog.flashgamm.com/en/2013/strategic-music-video-2/</link>
		<comments>http://blog.flashgamm.com/en/2013/strategic-music-video-2/#comments</comments>
		<pubDate>Mon, 03 Jun 2013 07:55:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Audio, Sound & Music]]></category>
		<category><![CDATA[Flash GAMM Moscow 2013]]></category>
		<category><![CDATA[FlashGAMM]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[Strategic Music]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[доклад]]></category>
		<category><![CDATA[звуки]]></category>
		<category><![CDATA[игры]]></category>
		<category><![CDATA[музыка]]></category>
		<category><![CDATA[озвучка]]></category>

		<guid isPermaLink="false">http://blog.flashgamm.com/en/?p=1658</guid>
		<description><![CDATA[Video:

Description:
The way to success is a long and thorny path. How can you help your game leave behind its competitors? Dmitry Kuzmenko, the Creative Director at Strategic Music, will continue the series of lectures about attracting the target audience to your title with the help of quality sound, vivid music and cool voiceover.
About speaker:
Dmitry Kuzmenko [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Video:</strong><br />
<iframe width="512" height="288" src="http://www.youtube.com/embed/dyk4DzVRHQI" frameborder="0" allowfullscreen></iframe></p>
<p><strong>Description:</strong><br />
The way to success is a long and thorny path. How can you help your game leave behind its competitors? Dmitry Kuzmenko, the Creative Director at Strategic Music, will continue the series of lectures about attracting the target audience to your title with the help of quality sound, vivid music and cool voiceover.</p>
<p><strong>About speaker:</strong><br />
<strong>Dmitry Kuzmenko</strong> graduated from the University of Humanities and Social Sciences in Saint Petersburg, Russia with a degree in Sound Direction. He founded <a href="http://www.strategicmusic.ru/">Strategic Music</a> in 2003, and has since been working on music and sound design for computer games.</p>
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