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	<title>Game Anim &#187; Game General</title>
	<atom:link href="http://www.gameanim.com/category/game-general/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameanim.com</link>
	<description>Jonathan Cooper : Videogame Animation Director</description>
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		<item>
		<title>Animation/Physics Research Papers</title>
		<link>http://www.gameanim.com/2011/11/11/animationphysics-research-papers/</link>
		<comments>http://www.gameanim.com/2011/11/11/animationphysics-research-papers/#comments</comments>
		<pubDate>Fri, 11 Nov 2011 05:19:12 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[academia]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[papers]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[research]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2438</guid>
		<description><![CDATA[I&#8217;ve added a collection of animation/physics-related papers to the Academic Papers section of the links page, courtesy of my esteemed colleague Simon Clavet. I don&#8217;t pretend to understand the half of it, but you may wish to share it with the programmer in your life because if you&#8217;re not already incorporating procedural physics into your [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve added a collection of animation/physics-related papers to the <a href="http://www.gameanim.com/links/#research" target="_self">Academic Papers</a> section of the <em>links </em>page, courtesy of my esteemed colleague Simon Clavet. I don&#8217;t pretend to understand the half of it, but you may wish to share it with the programmer in your life because if you&#8217;re not already incorporating procedural physics into your animation system designs, you really should be&#8230;</p>
]]></content:encoded>
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		<title>We Are ENFANT TERRIBLE &#8211; Snap Dragon Video</title>
		<link>http://www.gameanim.com/2010/12/02/we-are-enfant-terrible-snap-dragon-video/</link>
		<comments>http://www.gameanim.com/2010/12/02/we-are-enfant-terrible-snap-dragon-video/#comments</comments>
		<pubDate>Thu, 02 Dec 2010 14:26:44 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[chip-tune]]></category>
		<category><![CDATA[electronica]]></category>
		<category><![CDATA[french]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[Snap Dragon]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[We Are ENFANT TERRIBLE]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2086</guid>
		<description><![CDATA[Gotta love French Trio We Are ENFANT TERRIBLE&#8217;s video for their song Snap Dragon. Sounding a lot like my current obsession, Crystal Castles, the visuals are an obvious homage to Double Dragon, and I can make out sounds from Streets of Rage 2, Streetfighter 2 and the classic Konami startup screen.]]></description>
			<content:encoded><![CDATA[<p>Gotta love French Trio W<em>e Are ENFANT TERRIBLE&#8217;s</em> video for their song <em>Snap Dragon</em>. Sounding a lot like my current obsession, <em>Crystal Castles</em>, the visuals are an obvious homage to Double Dragon, and I can make out sounds from Streets of Rage 2, Streetfighter 2 and the classic Konami startup screen.</p>
<p><a href="http://www.gameanim.com/2010/12/02/we-are-enfant-terrible-snap-dragon-video/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>iPhone App Scavenging</title>
		<link>http://www.gameanim.com/2010/06/17/iphone-app-scavenging/</link>
		<comments>http://www.gameanim.com/2010/06/17/iphone-app-scavenging/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 17:27:06 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[eboy]]></category>
		<category><![CDATA[fix pix]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[winzip]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1602</guid>
		<description><![CDATA[I love isometric 3D in games, so alongside the awesome EDGE I have a new love on iPhone in Eboy FixPix. I&#8217;ve been a fan of his for some years now but have found a new level of appreciation for the work when viewed in pseudo 3D by tilting the device to achieve the parallax [...]]]></description>
			<content:encoded><![CDATA[<p>I love isometric 3D in games, so alongside the awesome EDGE I have a new love on iPhone in <a href="http://www.eboyfixpix.com/" target="_blank">Eboy FixPix.</a> I&#8217;ve been a fan of his for some years now but have found a new level of appreciation for the work when viewed in pseudo 3D by tilting the device to achieve the parallax effect and sync up the image correctly.</p>
<p style="text-align: center;"><a href="http://www.eboyfixpix.com/" target="_blank"><img class="aligncenter" title="Eboy FixPix" src="http://www.gameanim.com/images/posts/EboyFixPix.jpg" alt="" width="640" height="360" /></a></p>
<p>This is a good time to share a trick I found online, enabling one to dive into the assets of many app-store games to get an idea of how they were created. Simply copy the app file (work with a copy so as to retain the original file, which you&#8217;ll find in your <em>My Documents&#8230;\iTunes\Mobile Applications</em> folder) and rename it from <em>.ipa</em> to <em>.zip &#8211; </em>from here it&#8217;s possible to explore the contents and view the available movies, images and animation frames with <a href="http://www.winzip.com/index.htm" target="_blank">WinZip</a> or similar.</p>
<p>It should be noted that some apps are better than others, (depending on how well-organised the developer is and, as far as I can tell, the bit-depth of the <em>.png</em> files), but there are some gems to be discovered.</p>
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		<slash:comments>3</slash:comments>
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		<title>Test Level Installation</title>
		<link>http://www.gameanim.com/2009/10/15/test-level-installation/</link>
		<comments>http://www.gameanim.com/2009/10/15/test-level-installation/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 12:54:55 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[esther stocker]]></category>
		<category><![CDATA[installation]]></category>
		<category><![CDATA[level]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[test]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=974</guid>
		<description><![CDATA[Even this long after my 4-year tenure at art college, the word &#8220;installation&#8221; still makes me want to vomit. However, these fantastic images by Esther Stocker caught my eye because of their resemblence to the many test maps we&#8217;ll create in the course of trying out various gameplay features in game development. The second one [...]]]></description>
			<content:encoded><![CDATA[<p>Even this long after my 4-year tenure at art college, the word &#8220;installation&#8221; still makes me want to vomit. However, these fantastic images by <a href="http://www.estherstocker.net/" target="_blank">Esther Stocker</a> caught my eye because of their resemblence to the many test maps we&#8217;ll create in the course of trying out various gameplay features in game development.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.gameanim.com/images/posts/EstherStocker1.jpg" alt="" width="640" height="426" /></p>
<p><span id="more-974"></span>The second one bears an uncanny resemblance to Star Trek&#8217;s holodeck, surely the ultimate goal for videogames?</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.gameanim.com/images/posts/EstherStocker2.jpg" alt="" width="640" height="503" /></p>
<p>[via <a href="http://www.fubiz.net/2009/10/15/esther-stocker/" target="_blank">Fubiz</a>]</p>
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		<slash:comments>3</slash:comments>
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		<title>Project Trico: Finally Time To Buy A PS3</title>
		<link>http://www.gameanim.com/2009/05/21/project-trico-finally-time-to-buy-a-ps3/</link>
		<comments>http://www.gameanim.com/2009/05/21/project-trico-finally-time-to-buy-a-ps3/#comments</comments>
		<pubDate>Thu, 21 May 2009 17:08:40 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[fumito ueda]]></category>
		<category><![CDATA[ico]]></category>
		<category><![CDATA[playstation]]></category>
		<category><![CDATA[project]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[shadow of the colossus]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[trico]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=607</guid>
		<description><![CDATA[A kid and a giant bird dog&#8230; sheer genius.]]></description>
			<content:encoded><![CDATA[<p>A kid and a giant bird dog&#8230; sheer genius.</p>
<p><a href="http://www.gameanim.com/2009/05/21/project-trico-finally-time-to-buy-a-ps3/"><em>Click here to view the embedded video.</em></a></p>
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		<slash:comments>0</slash:comments>
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		<title>Stepping Up</title>
		<link>http://www.gameanim.com/2009/01/13/stepping-up/</link>
		<comments>http://www.gameanim.com/2009/01/13/stepping-up/#comments</comments>
		<pubDate>Wed, 14 Jan 2009 00:58:35 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod]]></category>
		<category><![CDATA[rolando]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=347</guid>
		<description><![CDATA[It looks like the iPhone is now officially a gaming machine, with the release of Rolando &#8211; the first game to be neither an overly-sensitive console knock-off or one of the throngs of amateur offerings. As much as I appreciate their balls though, I&#8217;m still unsure as to whether or not the development team can [...]]]></description>
			<content:encoded><![CDATA[<p>It looks like the iPhone is now officially a gaming machine, with the release of <a href="http://rolando.ngmoco.com/" target="_blank">Rolando</a> &#8211; the first game to be neither an overly-sensitive console knock-off or one of the throngs of amateur offerings.</p>
<div align="center" class="centered"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="320" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=1977883&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="480" height="320" src="http://vimeo.com/moogaloop.swf?clip_id=1977883&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></div>
<p>As much as I appreciate their balls though, I&#8217;m still unsure as to whether or not the development team can or should be sued for COMPLETELY AND SHAMELESSLY ripping off both the gameplay and visual style of <a href="http://www.gameanim.com/2007/09/09/looko-roco/" target="_self">Loco Roco</a>. At least they improved upon their source material, and the Mr Scruff soundtrack doesn&#8217;t hurt either.</p>
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		<title>Why Can&#8217;t Wii All Get Along?</title>
		<link>http://www.gameanim.com/2008/05/24/why-cant-wii-all-get-along/</link>
		<comments>http://www.gameanim.com/2008/05/24/why-cant-wii-all-get-along/#comments</comments>
		<pubDate>Sat, 24 May 2008 11:10:58 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[Observations]]></category>
		<category><![CDATA[mario kart]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/05/24/why-cant-wii-all-get-along/</guid>
		<description><![CDATA[In the combined absence of a working XBOX360 and an unreasonably harsh flu knocking me on my ass for a whole week, I&#8217;ve been going Old Skool lately with some PS2 and Wii action. Thankfully, I simultaneously ran out of contact lenses so the games didn&#8217;t look as bad as they could have so an [...]]]></description>
			<content:encoded><![CDATA[<p>In the combined absence of a working XBOX360 and an unreasonably harsh flu knocking me on my ass for a whole week, I&#8217;ve been going Old Skool lately with some PS2 and Wii action. Thankfully, I simultaneously ran out of contact lenses so the games didn&#8217;t look as bad as they could have so an admitted graphics-whore such as myself was able to muscle through God of War for the first time, Shadow of The Colossus again (that never gets old, or ugly for that fact) and now Mario Kart on the Wii.</p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/MarioKartWii.jpg" alt="" /></p>
<p>Now, Nintendo is second only to EA for peddling the same franchises year on year with only minor tweaks and updates, and Mario Kart Wii is no exception &#8211; but once again, (and I&#8217;ve been playing this same game since high school), it&#8217;s an absolute blast &#8211; especially in team mode (co-op). What impressed me most though, and therefore resulting in this post, was the online experience &#8211; my first with Nintendo.</p>
<p>Being used to XBOX Live&#8217;s often unsavoury company of middle-American cowboy attitudes further shielded by online anonymity, as well as the downright embarrassing experience of being a grown man playing with children, it was refreshing to simply play a game against complete strangers that could not be interacted with in the slightest outside of the actions presented in gameplay &#8211; ie. throwing shells etc. I used to hate the idea of Friend Codes, (Nintendo&#8217;s enforcement of only being able to choose online opponents you already know in real life), but when I come to think of it, I rarely play against folks outside private matches on Live due to the aforementioned issues.</p>
<p>Every race, I am shown the geographic loaction of each participant on a spinning globe, (and the matches are truly international based on when you jump online), with only their smiling avatar and name to distinguish them. No headsets. No trash-talking. No ChildKilla69 or Assr8p firing bigoted insults with every other headshot- just a clean, simple race to the finish with friendly folks sporting names like Bill, Jake, Canadagirl and WingMario. I fantasize that, unlike the petty XBOX crowd, I was playing against similar young professionals as myself. Doctors and lawyers, designers and architects all kicking back in their loft appartments after a hard day&#8217;s work &#8211; donning the Nintendo  avatars of which we all share a particular nostalgia, or their own personalised yet similarly cute Miis.</p>
<p>Sometimes ignorance is bliss.</p>
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		<title>What&#8217;s a Dhalsim?</title>
		<link>http://www.gameanim.com/2008/05/10/whats-a-dhalsim/</link>
		<comments>http://www.gameanim.com/2008/05/10/whats-a-dhalsim/#comments</comments>
		<pubDate>Sat, 10 May 2008 13:19:50 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[street fighter]]></category>
		<category><![CDATA[toys]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/05/10/whats-a-dhalsim/</guid>
		<description><![CDATA[Perhaps the best advert for any product ever. Note the convincing stunt-work from poor bastard Vega&#8230; via Kotaku]]></description>
			<content:encoded><![CDATA[<p>Perhaps the best advert for any product ever. Note the convincing stunt-work from poor bastard Vega&#8230;</p>
<p><a href="http://www.gameanim.com/2008/05/10/whats-a-dhalsim/"><em>Click here to view the embedded video.</em></a></p>
<p>via <a href="http://kotaku.com/389216/capcom-remind-us-how-awesome-sfii-gi-joe-figures-were" target="_blank">Kotaku</a></p>
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		<slash:comments>0</slash:comments>
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		<title>Mass Effect VFX Interview in HDRI</title>
		<link>http://www.gameanim.com/2008/04/24/mass-effect-vfx-interview-in-hdri/</link>
		<comments>http://www.gameanim.com/2008/04/24/mass-effect-vfx-interview-in-hdri/#comments</comments>
		<pubDate>Fri, 25 Apr 2008 03:25:17 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[HDRI]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[magazine]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[shareef shanawany]]></category>
		<category><![CDATA[visual effects]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/04/24/mass-effect-vfx-interview-in-hdri/</guid>
		<description><![CDATA[The latest edition of HDRI Magazine has a front-page article on an interview with Shareef Shanawany, Visual Effects Lead on Mass Effect. There are some details on the post-processes that really defined the look of the game, as well as the fantastic work employed for the biotics using the crust system. I&#8217;ve always thought Mass [...]]]></description>
			<content:encoded><![CDATA[<p>The latest edition of HDRI Magazine has a front-page article on an <a href="http://www.hdri3d.com/issues/h19.htm" target="_blank">interview with Shareef Shanawany</a>, Visual Effects Lead on Mass Effect. There are some details on the post-processes that really defined the look of the game, as well as the fantastic work employed for the biotics using the crust system.</p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/HDRI.jpg" alt="" /></p>
<p>I&#8217;ve always thought Mass retained something of the same look as all the other games rendered in the Unreal 3 Engine, but perhaps we did manage to put our own stamp on it with little tricks like the grain filter and custom depth-of-field, (the DOF in the image above was Unreal 3&#8242;s default at the time). And if I wouldn&#8217;t love to make a game locked at 24fps with motion blur.</p>
<p>As far as I&#8217;m aware, this is the first time they&#8217;ve run a cover story on videogame VFX, which is usually the territory of film and television only. Definitely a great step forward and some great recognition for the excellent work done by Shareef and the rest of the VFX team, even if they did kill the framerate throughout (<em>and to a degree, post</em>) production ;-)</p>
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		<title>Character Customisation vs Animation</title>
		<link>http://www.gameanim.com/2008/03/11/character-customisation-vs-animation/</link>
		<comments>http://www.gameanim.com/2008/03/11/character-customisation-vs-animation/#comments</comments>
		<pubDate>Tue, 11 Mar 2008 17:00:11 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/03/11/character-customisation-vs-animation/</guid>
		<description><![CDATA[I recently bought Forza Motorsport 2, enticed mostly by the car customisation editor allowing players to deeply personalise their vehicles before taking them online and racing against others, giving them a real sense of ownership of their unique vehicle. It&#8217;s amazing how much fun can be had simply winning new cars then painting them and [...]]]></description>
			<content:encoded><![CDATA[<p>I recently bought Forza Motorsport 2, enticed mostly by the car customisation editor allowing players to deeply personalise their vehicles before taking them online and racing against others, giving them a real sense of ownership of their unique vehicle. It&#8217;s amazing how much fun can be had simply winning new cars then painting them and adding racing stripes, decals and text. Even more fun is taking your worst prize cars, painting them beige, adding expletives on the hood then sending them to your friends via the &#8220;gift cars&#8221; option.</p>
<p style="text-align: center"><a href="http://www.gameanim.com/images/posts/Forza.jpg" rel="thumbnail"><img src="http://www.gameanim.com/images/posts/Forza.jpg" alt="Forza" height="280" width="480" /></a></p>
<p>Anyway, I wanted to write about this to draw attention to the amazingly comprehensive character-creation editor included with the upcoming <a href="http://www.apb.com/" target="_blank">APB</a> debuted at GDC, (the animation-related notes of which I&#8217;ll be uploading as soon as I get the time), and created by my old buddies at Realtime Worlds back in Scotland. Check out the decal editor below, which can be applied not only to vehicles but clothes and tatoos too. While I love playing with customisation editors in other people&#8217;s games, it&#8217;s a real bitch to support in your own from an animation standpoint. One of these days I&#8217;ll have to work on a simple game that simply requires specific animations for specific, un-evolving characters. Chance would be a fine thing.<br />
<a href="http://www.gameanim.com/images/posts/APB_Decal.jpg"></a></p>
<p style="text-align: center"><a href="http://www.gameanim.com/images/posts/APB_Decal.jpg" rel="thumbnail"><img src="http://www.gameanim.com/images/posts/APB_Decal.jpg" alt="APB Decals" height="280" width="480" /></a></p>
<p style="text-align: left"><span id="more-184"></span></p>
<p style="text-align: center"><a href="http://www.gameanim.com/images/posts/APB_Car.jpg" rel="thumbnail"><img src="http://www.gameanim.com/images/posts/APB_Car.jpg" alt="APB Car" height="280" width="480" /></a></p>
<p style="text-align: center"><a href="http://www.gameanim.com/images/posts/APB_Character.jpg" rel="thumbnail"><img src="http://www.gameanim.com/images/posts/APB_Character.jpg" alt="APB Character" height="280" width="480" /></a></p>
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