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	<title>Fishing Cactus development blog</title>
	<atom:link href="http://blog.fishingcactus.com/index.php/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.fishingcactus.com</link>
	<description>We don't create games that look like others; we don't create games that play like others</description>
	<lastBuildDate>Tue, 16 Mar 2010 01:44:33 +0000</lastBuildDate>
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		<title>The first baby cactus is born!!!</title>
		<link>http://blog.fishingcactus.com/index.php/2010/03/16/the-first-baby-cactus-is-born/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/03/16/the-first-baby-cactus-is-born/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 01:44:33 +0000</pubDate>
		<dc:creator>julien.hamaide</dc:creator>
				<category><![CDATA[Company life]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=348</guid>
		<description><![CDATA[March 1st 2010, 1:03 am CET, my wife gave birth to our first baby. His name is Liam, he weighted 3,6 Kg and was 51,5cm tall. Everything went well, the baby and his mother are in great condition. He is officially the first baby of the Fishing Cactus Era ( and the first of all [...]]]></description>
			<content:encoded><![CDATA[<p>March 1st 2010, 1:03 am CET, my wife gave birth to our first baby. His name is Liam, he weighted 3,6 Kg and was 51,5cm tall. Everything went well, the baby and his mother are in great condition. He is officially the first baby of the Fishing Cactus Era ( and the first of all 5 founders&#8217; <img src='http://blog.fishingcactus.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  ), but he won&#8217;t stay alone for too long. The photo shows the monster dressed with clothes offered by Fishing Cactus&#8217; friends.</p>
<p><img src="http://fishingcactus.com/blog/liam.jpg" alt="Liam Hamaide" /></p>
<p> I&#8217;m now back to work, just in time to move into our new office. But more about that later on <img src='http://blog.fishingcactus.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> .</p>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Shift iPhone nominated @ Mochis Awards</title>
		<link>http://blog.fishingcactus.com/index.php/2010/02/09/shift-iphone-nominated-mochis-awards/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/02/09/shift-iphone-nominated-mochis-awards/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 13:55:30 +0000</pubDate>
		<dc:creator>Bruno Urbain</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=343</guid>
		<description><![CDATA[Shift iPhone, developed by Fishing Cactus and published by Armor Games has been picked as one of the three finalists for the Mochis Awards as the best iPhone port (from a flash game). We are currently competing against Canabalt from Adam Atomic.
We&#8217;d like to ask everyone who reads our blog to vote for us here.
UPDATE: [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flashgamingsummit.com/awards.html"><img class="alignleft size-full wp-image-344" title="Mochis Awards 2010" src="http://blog.fishingcactus.com/wp-content/uploads/2010/02/mochi_ads.jpg" alt="Shift iPhone port nominated at Mochis Awards" width="150" height="115" /></a>Shift iPhone, developed by Fishing Cactus and published by Armor Games has been picked as one of the three finalists for the Mochis Awards as the best iPhone port (from a flash game). We are currently competing against Canabalt from <a href="http://www.adamatomic.com/">Adam Atomic</a>.</p>
<p>We&#8217;d like to ask everyone who reads our blog to vote for us <a href="http://www.flashgamingsummit.com/awards.html">here</a>.</p>
<p><strong>UPDATE:</strong> Results are in and we &#8220;only&#8221; managed to get the 2nd spot on the list! Congratulations to  Adam Atomic! (we&#8217;ll get you next time, you wait and see <img src='http://blog.fishingcactus.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  )</p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>What do you drink? Piña COLLADA!</title>
		<link>http://blog.fishingcactus.com/index.php/2010/02/03/what-do-you-drink-pina-collada/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/02/03/what-do-you-drink-pina-collada/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 10:23:43 +0000</pubDate>
		<dc:creator>julien.bartels</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=302</guid>
		<description><![CDATA[In the best company of the world and with the most talented team (Belgians are famous for their self-derision), it is mandatory to use the most advanced technologies for creating our games. Of course just for your pleasure.
This is why we decided to automate our &#8220;Game Content Pipeline&#8221; with a continuous integration process. To do this, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.fishingcactus.com/wp-content/uploads/2010/02/pinacollada.jpg"><img src="http://blog.fishingcactus.com/wp-content/uploads/2010/02/pinacollada.jpg" alt="Collada Exporter / Importer in Mojito Pipeline" title="pinacollada" width="115" height="150" class="alignleft size-full wp-image-318" /></a>In the best company of the world and with the most talented team (Belgians are famous for their self-derision), it is mandatory to use the most advanced technologies for creating our games. Of course just for your pleasure.</p>
<p>This is why we decided to automate our &#8220;Game Content Pipeline&#8221; with a continuous integration process. To do this, we used &#8220;Hudson&#8221; simply because it wasn&#8217;t too difficult to implement within the Mojito Engine and secondly because the solution is quite complete.</p>
<p>One of the first step I had to undertake within this pipeline was to import all assets from a graphical software and export them to a format our engine will be able to use. <a href="http://www.khronos.org/collada/">Collada</a> is perfect for this job and this is why we went on to create a Collada importer and a viewer which runs in the Mojito Engine.</p>
<p>For the first time we are proud to present you, the star of all stars, &#8220;Mr. Duck&#8221; from Mojito’s viewer.</p>
<p><center><a href="http://blog.fishingcactus.com/wp-content/uploads/2010/02/canard_final.jpg"><img src="http://blog.fishingcactus.com/wp-content/uploads/2010/02/canard_final.jpg" alt="Pina Collada and Mojito" title="canard_final" width="350" height="316" class="aligncenter size-full wp-image-332" /></a></center><br />
<center>« Good night and good duck! »</center></p>
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		<slash:comments>2</slash:comments>
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		<title>The Quest for the perfect design tool!</title>
		<link>http://blog.fishingcactus.com/index.php/2010/02/03/the-quest-for-the-perfect-design-tool/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/02/03/the-quest-for-the-perfect-design-tool/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 06:15:07 +0000</pubDate>
		<dc:creator>Bruno Urbain</dc:creator>
				<category><![CDATA[Company life]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[project management]]></category>
		<category><![CDATA[scrum]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=314</guid>
		<description><![CDATA[As designers we are always looking for the best tool to communicate our ideas. At Fishing Cactus we always try to come up with collaborative solutions and we try to keep the following motto: &#8220;not make a 100 pages design document&#8221;. Instead we try to find solutions to keep the design document light and readable [...]]]></description>
			<content:encoded><![CDATA[<p>As designers we are always looking for the best tool to communicate our ideas. At Fishing Cactus we always try to come up with collaborative solutions and we try to keep the following motto: &#8220;not make a 100 pages design document&#8221;. Instead we try to find solutions to keep the design document light and readable for different audiences. Managers want to have an overview of the game in order to evaluate scope. Programmers want to have a clear understanding of the mechanic they have to implement and game designers want to know how a mechanic works with another. Most of the time all these people are looking for either a very detailed aspect of the game or a big overview.</p>
<p>All design documents are living pieces, changes in scope and gameplay mechanics occur more than once in the lifespan of a game project. Also there are different types of design documents: game concept, game treatment, one pager, game design document, game backlog (if you are using SCRUM). Also, a variety of production documents is generated as the design undergoes implementation (asset lists for one, localization texts list and so on&#8230;).<br />
<span id="more-314"></span><br />
For a designer, managing those different aspects quickly becomes tidy work and is bound to require a great amount of time. Ultimately, we spend literally days and weeks maintaining the documentation. But that&#8217;s not the only problem we spotted. Here is a list of elements we think can be improved:</p>
<p>- Maintenance (time cost and ease of use)<br />
- History (versioning)<br />
- Rich text editing (often needs using code tags) with embeddable content<br />
- Collaborative tool (invite other designers or even other persons to join the discussion)<br />
- Moderating (content supervision)<br />
- Search / Indexation issues<br />
- File organization<br />
- Dedicated sections for dedicated usages (Brainstorm meeting, Sprint review)<br />
- Profiling of game design elements (who worked on what)<br />
- Structured overview of the above information<br />
- Relation between causes and effects (a brainstorm meeting changed that X mechanic on the game)<br />
- Data mining for lists (sound, localization, animations, art assets)<br />
- Scalability of the document (regarding the reader, scope)<br />
- Define the granularity of information (regarding scope and so on)<br />
- Keeping track of outdated content (reminder)<br />
- Keeping the team informed of the meaningful changes in real time (regarding what they implemented previously)</p>
<p>This is why we started here a small discussion around a dedicated designer tool to remove some hurdles from our daily work.</p>
<p>It is also worth noting that we&#8217;re discussing a tool that would be used internally and would not be suited for producing presentation documents for clients and business partners (but an export feature could allow for raw content to be reorganized and on which you can add extra eye candy to make the documents more sexy).</p>
<h2>Let&#8217;s talk about it!</h2>
<p>We&#8217;re starting this thread hoping to have some constructive input about what designers always dreamed of for their work tools. So let&#8217;s share some info and not forget that sizes and configuration of a game developer company can vary widely. Not to mention project scope.</p>
<p>Leave your thoughts in the comments and feel free to point out relevant discussions that could bring new data to our analysis. A lot of industry people talk about this constantly on several sites, forums, conversations, but it seems to us that no existing or non-existing tool to rule them all has emerged.</p>
<p>What we&#8217;re asking here is to think about what you&#8217;d love to see in the ultimate design tool and to what problematics it should bring answers to. And talk about it <img src='http://blog.fishingcactus.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h2>What we think about:</h2>
<p><span style="text-decoration: underline;"><strong><a href="https://wave.google.com/" target="_blank">Google Wave</a></strong></span></p>
<p>Google Wave has arrived (in an ever-evolving beta form) and as usual, public opinion is fairly divided about it. But how does Google Wave fare as a game design tool?</p>
<p>We started using Google Wave as soon as beta invitations were sent out and we started thinking about ways to put it to good use. Below is a list of Wave features and their relevance to our design process.</p>
<p><strong>Creating/Removing Waves:</strong> Anyone can create a Wave and share it, but removing is impossible. When a Wave is removed from a Wave client, other followers still have access to it. It is like having an old outdated document lying around and just waiting to mess things up. This leads to a bigger issues, the need for some form of content moderation and data structuring: you know, creating folders to put specifics waves in, moving Waves around to organize them. Presently, these operations only affect the precise client that triggered the change, leaving the other follower clients unchanged.</p>
<p><strong>Graphic interface:</strong> Wave&#8217;s interface is far from perfect (and surely far from final) but it&#8217;s still fairly easy to add/edit content. As soon as a Wave gets longer though, content gets hard to find and structuring information becomes almost impossible (you can&#8217;t move blips, Wave&#8217;s contents, once they are created).</p>
<p><strong>Ease of sharing and collaborating:</strong> It is extremely easy to invite and share content with other Wave users. Being able to edit all the content and following discussions or when you have an idea or suggestion is undoubtedly a great feature. On the contrary, having no way (at present at least) to remove people from a Wave can really be a problem for those company paying a lot of attention to secrecy. The case we have here is that some people left the company and still have access to some confidential content and although we trust our guys, we can see this being a huge problem.</p>
<p><strong>Changes history (playback button):</strong> This is a great feature that lets you playback all the changes that have been made to a Wave. It&#8217;s really useful to track/review changes as a whole but also acts as a major &#8220;undo&#8221; function.</p>
<p><strong>Real-time messaging:</strong> This is advertised as a world-changing feature but we fail to see how this feature serves us (we are already using IM systems). More so, this has zero relevance in our work context. Next!</p>
<p><strong>Embeddable media and gadgets:</strong> This feature isn&#8217;t used often (embedding images and textual content in document is a feature we&#8217;ve come to expect as standard) but we had a case when embedding YouTube videos was nice. We had to provide a quick list of small &#8220;high concepts&#8221; for a potential partner and each people on the design team could add theirs. Embedding videos was a nice, quick way of proving the concept by showing similar games or visual inspirations (and video work better than pictures which work better than text). This allowed us to spend less time trying to understand the concepts and reviewing them and going directly to the selection process.</p>
<p><strong>Document uploading: </strong>We thought this was great. Always having the latest document version up on the wave for everyone to have access to. Unfortunately this leads to the usual maintenance chores as someone needs to keep track of all the document revision/changes. Also, the document being not directly editable this means that people have to download the document, modify it and upload it back. Not very efficient. And Google Docs integration is terribly poor at the moment (even with the iFrame gadget).</p>
<h2>Conclusions:</h2>
<p>While Google Wave has some nice features, we don&#8217;t see it as a long-lasting tool for game designers. It proves useful to keep track of ideas, sum up brainstorms, share information and references not to get lost.</p>
<p>Unfortunately, as soon as things get serious (as in &#8220;the game is actually being produced, wohooo!&#8221;), Wave usage is limited (at best) to keep track of ideas a little more easily and flexibly that with a forum or a wiki.</p>
<p>Feel free to comment.</p>
<p>Article written by Andrea Distefano and Bruno Urbain. </p>
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		<slash:comments>5</slash:comments>
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		<title>Mojito on Linux &#8211; Diary #2</title>
		<link>http://blog.fishingcactus.com/index.php/2010/02/01/mojito-on-linux-diary-2/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/02/01/mojito-on-linux-diary-2/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 15:18:54 +0000</pubDate>
		<dc:creator>Christophe Clementi</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[linux]]></category>
		<category><![CDATA[mojito]]></category>
		<category><![CDATA[porting]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=296</guid>
		<description><![CDATA[As you may have read on this blog a week ago we began porting the Mojito Engine on the GNU/Linux platform.
It&#8217;s going pretty well, faster than I originally expected. I started by translating the display part, initially running with DirectX on the Windows version and now running with OpenGL. The result was as expected, and [...]]]></description>
			<content:encoded><![CDATA[<p>As you may have read on this blog a week ago we began porting the Mojito Engine on the GNU/Linux platform.</p>
<p>It&#8217;s going pretty well, faster than I originally expected. I started by translating the display part, initially running with DirectX on the Windows version and now running with OpenGL. The result was as expected, and that&#8217;s how we were able to post the first screenshot you&#8217;ve seen in an earlier post. We rapidly figured out that the input system provided by GLUT was not exactly what we needed. So we decided to rewrite that specific engine part with SDL in order to have not only the keyboard but the joypad too!</p>
<p>And I’m proud to say that everything is now fully working <img src='http://blog.fishingcactus.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  My next task will be to port the sound system of the engine.</p>
<p>As you can see in <a href="http://2dboy.com/2009/10/26/pay-what-you-want-birthday-sale-wrap-up/" target="_blank">World of Goo</a>, created by 2D Boy, they had about 17% of their sales on the Linux platform. It looks like a lot of open source gamers are just waiting for some stuff to play on the penguin!</p>
<p>So, be ready, Linux-users! Because in a not so distant future, you will be able to run on your hardware some Fishing Cactus games and show off in front of all your friends!</p>
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		<slash:comments>0</slash:comments>
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		<title>4 projects on a secret device</title>
		<link>http://blog.fishingcactus.com/index.php/2010/01/27/4-projects-on-a-secret-device/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/01/27/4-projects-on-a-secret-device/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 14:30:06 +0000</pubDate>
		<dc:creator>Bruno Urbain</dc:creator>
				<category><![CDATA[Company life]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=294</guid>
		<description><![CDATA[Why so few news lately (except today and for the Linux post obviously)? Because Fishing Cactus is heavily occupied not on one, not on two but on four new projects! 
The projects are under development on a yet secret mobile device for a well known manufacturer. 
On top of this, we are also working on [...]]]></description>
			<content:encoded><![CDATA[<p>Why so few news lately (except today and for the Linux post obviously)? Because Fishing Cactus is heavily occupied not on one, not on two but on four new projects! </p>
<p>The projects are under development on a yet secret mobile device for a well known manufacturer. </p>
<p>On top of this, we are also working on a game project including some highly anticipated piece of technology. </p>
<p>We hope we’ll be able to share more with you in the coming days.</p>
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		<slash:comments>8</slash:comments>
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		<title>Linux version of Mojito Engine on its way!</title>
		<link>http://blog.fishingcactus.com/index.php/2010/01/22/linux-version-of-mojito-engine-on-its-way/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/01/22/linux-version-of-mojito-engine-on-its-way/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 13:50:38 +0000</pubDate>
		<dc:creator>Christophe Clementi</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[linux]]></category>
		<category><![CDATA[mojito]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=274</guid>
		<description><![CDATA[With the mondial crysis, it&#8217;s important to think about the people who are in need. They maybe can&#8217;t buy a fully functional Mac or an expensive Windows licence&#8230;
Luckily, they can discover the joy of working with the open-source &#8220;OS for the poor&#8221;, Linux!
We have already improved the most current platforms on the market with our [...]]]></description>
			<content:encoded><![CDATA[<p>With the mondial crysis, it&#8217;s important to think about the people who are in need. They maybe can&#8217;t buy a fully functional Mac or an expensive Windows licence&#8230;</p>
<p>Luckily, they can discover the joy of working with the open-source &#8220;OS for the poor&#8221;, Linux!</p>
<p>We have already improved the most current platforms on the market with our kickass Mojito Engine, and we are now currently working on the Linux version.</p>
<p>And just because we like you guys, readers of this blog, we will offer you the exclusivity of the year : the first screenshot of a not-so-mysterious project, running on Ubuntu!</p>
<p style="text-align: center"><a href="http://blog.fishingcactus.com/wp-content/uploads/2010/01/first-screen-linux1.jpg"><img class="size-medium wp-image-281 aligncenter" style="border: 1px solid black" src="http://blog.fishingcactus.com/wp-content/uploads/2010/01/first-screen-linux1-300x149.jpg" alt="Awesome Mojito on Linux" width="300" height="149" /></a></p>
<p>I know how much it&#8217;s beautiful, but don&#8217;t cry yet, keep your tears when it will be fully functional so stay tuned!</p>
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		<slash:comments>4</slash:comments>
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		<title>5 persons join the team</title>
		<link>http://blog.fishingcactus.com/index.php/2010/01/22/5-persons-join-the-team/</link>
		<comments>http://blog.fishingcactus.com/index.php/2010/01/22/5-persons-join-the-team/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 13:47:41 +0000</pubDate>
		<dc:creator>Bruno Urbain</dc:creator>
				<category><![CDATA[Company life]]></category>
		<category><![CDATA[bbq]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=291</guid>
		<description><![CDATA[Hi everyone, we are proud to announce that 5 people are going to join us early this year. Thibaut and Christophe#1 are new programmers and Andrea is joining us as game designer.
Add to this Christophe#2 and Julien#2, two new interns! A new company picture will be released soon and in the meantime we wish them [...]]]></description>
			<content:encoded><![CDATA[<p>Hi everyone, we are proud to announce that 5 people are going to join us early this year. Thibaut and Christophe#1 are new programmers and Andrea is joining us as game designer.</p>
<p>Add to this Christophe#2 and Julien#2, two new interns! A new company picture will be released soon and in the meantime we wish them a warm welcome. When do you guys organize a BBQ? </p>
<p>Hmmm, it is also time to think about a new location because we are running short in space here.</p>
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		<slash:comments>3</slash:comments>
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		<title>Interview in Telemoustique</title>
		<link>http://blog.fishingcactus.com/index.php/2009/12/31/interview-in-telemoustique/</link>
		<comments>http://blog.fishingcactus.com/index.php/2009/12/31/interview-in-telemoustique/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 07:39:13 +0000</pubDate>
		<dc:creator>Bruno Urbain</dc:creator>
				<category><![CDATA[Company life]]></category>
		<category><![CDATA[french]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[magazine]]></category>
		<category><![CDATA[telemoustique]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=270</guid>
		<description><![CDATA[We&#8217;ve been recently interviewed by the popular Belgian magazine Telemoustique. While we are waiting a little bit for a complete scan of the paper version you can already find a big part of the interview directly on the magazine&#8217;s website and more specifically here. The interview is in French. 
I&#8217;m also taking some time now [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been recently interviewed by the popular Belgian magazine <a href="http://www.telemoustique.be">Telemoustique</a>. While we are waiting a little bit for a complete scan of the paper version you can already find a big part of the interview directly on the magazine&#8217;s website and more specifically <a href="http://www.telemoustique.be/tm/magazine/9315/la-nouvelle-conquete-des-jeux-videos.html">here</a>. The interview is in French. </p>
<p>I&#8217;m also taking some time now to wish you a happy new year!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.fishingcactus.com/index.php/2009/12/31/interview-in-telemoustique/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<title>Merry Cactus!</title>
		<link>http://blog.fishingcactus.com/index.php/2009/12/28/merry-cactus/</link>
		<comments>http://blog.fishingcactus.com/index.php/2009/12/28/merry-cactus/#comments</comments>
		<pubDate>Mon, 28 Dec 2009 19:41:48 +0000</pubDate>
		<dc:creator>Andrea Di Stefano</dc:creator>
				<category><![CDATA[Company life]]></category>

		<guid isPermaLink="false">http://blog.fishingcactus.com/?p=267</guid>
		<description><![CDATA[Best wishes from everyone here at Fishing Cactus!
2010 definitely looks like an interesting year for everything&#8217;s Cactus as we&#8217;re gearing up for a whole lot of new projects and opportunities!
Stick with us for a slew of cool games and enjoy your traditional holidays banquets!
]]></description>
			<content:encoded><![CDATA[<p>Best wishes from everyone here at Fishing Cactus!</p>
<p>2010 definitely looks like an interesting year for everything&#8217;s Cactus as we&#8217;re gearing up for a whole lot of new projects and opportunities!</p>
<p>Stick with us for a slew of cool games and enjoy your traditional holidays banquets!</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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