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         <title>The interface design of &amp;bdquo;Drakensang: The River of Time&amp;ldquo; or The economy of the mouse click</title>
         <description>The interface design of &amp;bdquo;Drakensang: The River of Time&amp;ldquo; or The economy of the mouse click
In the past developer&amp;rsquo;s diaries we have delivered you insights behind the scenes of our new role playing game &amp;ldquo;Drakensang: The River of Time&amp;rdquo;....</description>
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         <pubDate>Thu, 04 Mar 2010 :: +0200</pubDate>
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         <title>The nebula-engine of &amp;bdquo;Drakensang: The River of Time&amp;ldquo; or What a game engine has in common with the Cologne cathedral</title>
         <description>The nebula-engine of &amp;bdquo;Drakensang: The River of Time&amp;ldquo; or What a game engine has in common with the Cologne cathedral
Imagine a role playing game as a kind of Lego brick castle that is made of hundreds of tiny building blocks....</description>
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         <pubDate>Fri, 26 Feb 2010 :: +0200</pubDate>
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         <title>The team of authors of &amp;bdquo;Drakensang: The River Of Time&amp;rdquo; or It&amp;rsquo;s not what you say, it&amp;rsquo;s how you say it</title>
         <description>Maybe you remember the first developer&amp;rsquo;s diary in which we&amp;rsquo;ve spoken about the idea behind &amp;ldquo;Drakensang: The River Of Time&amp;rdquo;. To turn an idea into a thrilling and round story you need authors who give the whole thing a right form of content....</description>
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         <pubDate>Thu, 11 Feb 2010 :: +0200</pubDate>
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         <title>The cut scenes of &amp;bdquo;Drakensang: The River of Time&amp;rdquo; or Showtime!</title>
         <description>n the eleventh of overall fifteen developer&amp;rsquo;s diaries we want to introduce to you the work on our cut scenes. A good well-rehearsed team is the requirement to create a persuasive computer game. Especially the cut scenes show how important teamwork is....</description>
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         <pubDate>Thu, 04 Feb 2010 :: +0200</pubDate>
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         <title>The balancing of &amp;bdquo;Drakensang: The River of Time&amp;rdquo; or What numbers artists and wirewalkers have in common</title>
         <description>In the tenth of overall fifteen developer&amp;rsquo;s diaries we want to introduce to you the work of our balancing department. As the name implies this department makes sure that everything in the game is balanced. You could also call it the art of adequacy....</description>
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         <pubDate>Thu, 28 Jan 2010 :: +0200</pubDate>
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         <title>The character design of &amp;bdquo;Drakensang: The River of Time&amp;ldquo; or Why edgy guys are more interesting than slick beauties.</title>
         <description>To create characters also means to give the game a soul. Because it depends on the credibility and the deepness of the characters how authentic and deep the game is going to be. Here for the figures not only need a fascinating story but an equivalent image as well....</description>
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         <pubDate>Thu, 21 Jan 2010 :: +0200</pubDate>
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         <title>The quality assurance of &amp;bdquo;Drakensang: The River of Time&amp;rdquo; or How everything will get even a little better</title>
         <description>In the eighth of overall fifteen developer&amp;rsquo;s diaries we want to present you the work of our quality assurance (QA) department. It reviews everything that the other departments produce &amp;ndash; by trying to destroy it....</description>
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         <pubDate>Thu, 14 Jan 2010 :: +0200</pubDate>
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         <title>The environment design of &amp;bdquo;Drakensang: The River of Time&amp;rdquo; or Why 150 meters high spruces are by no means unrealistic</title>
         <description>In the seventh of overall fifteen developer&amp;rsquo;s diaries we introduce you to the department of environment design. Its honorable task is to give the aventurian world the distinctive look. True to the motto: Why wander around in the distance when good things lie nearby....</description>
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         <pubDate>Thu, 17 Dec 2009 :: +0200</pubDate>
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         <title>The animation of &amp;ldquo;Drakensang: The River of Time&amp;rdquo; or Mirror, mirror on the wall, who makes the best grimaces of all?</title>
         <description>In the sixth of overall fifteen developer&amp;rsquo;s diaries we want to introduce you to the work of the animators. You could also call them the puppet players of the computer game because they have all the strings in their hands to move the characters in the game....</description>
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         <pubDate>Thu, 03 Dec 2009 :: +0200</pubDate>
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         <title>The programming of &amp;bdquo;Drakensang: The River of Time&amp;rdquo; or &amp;bdquo;Please, make it work!&amp;ldquo;</title>
         <description>In the fifth of overall 15 developer&amp;rsquo;s diaries we want to introduce you to the work of the software engineers....</description>
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         <pubDate>Thu, 19 Nov 2009 :: +0200</pubDate>
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