<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.5.2">Jekyll</generator><link href="https://gamedevbr-podcast.github.io/rss.xml" rel="self" type="application/atom+xml" /><link href="https://gamedevbr-podcast.github.io/" rel="alternate" type="text/html" /><updated>2017-09-07T17:31:28+00:00</updated><id>https://gamedevbr-podcast.github.io/</id><title type="html">GAMEDEV BR</title><subtitle>Podcast</subtitle><author><name>GAMEDEV BR</name></author><entry><title type="html">//E005 ARTISTA “TECO”</title><link href="https://gamedevbr-podcast.github.io/005/" rel="alternate" type="text/html" title="//E005 ARTISTA &quot;TECO&quot;" /><published>2017-08-16T00:00:00+00:00</published><updated>2017-08-16T00:00:00+00:00</updated><id>https://gamedevbr-podcast.github.io/005</id><content type="html" xml:base="https://gamedevbr-podcast.github.io/005/">&lt;p&gt;Neste quinto episódio convidamos o tech artist Juliano “Juca” Silveira pra explicar o que faz um artista técnico. Tentamos descomplicar sem muito sucesso, os conceitos relacionados a shaders, rendering e outros tópicos relevantes para aqueles interessados em aprender e atuar com arte técnica.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Conteúdo&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;00:00 Abertura e apresentação&lt;/p&gt;

&lt;p&gt;02:00 O que estamos fazendo&lt;/p&gt;

&lt;p&gt;12:40 Notícias&lt;/p&gt;

&lt;p&gt;23:30 Assunto principal&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Links&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://br.ign.com/brasil-game-show-2017/51915/news/hideo-kojima-vem-ao-brasil-para-bgs-2017&quot; target=&quot;_blank&quot;&gt;Kojima na BGS&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.pcgamer.com/steam-has-launched-over-1000-games-in-7-weeks-following-direct-introduction/ &quot; target=&quot;_blank&quot;&gt;Steam has launched over 1000 games in 7 weeks following direct introduction&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://wargroove.com/blog/&quot; target=&quot;_blank&quot;&gt;War Groove&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://github.com/amzeratul/halley&quot; target=&quot;_blank&quot;&gt;Halley Game Engine&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.facebook.com/indiewarehouse/&quot; target=&quot;_blank&quot;&gt;Indie Warehouse - Festa de Inauguração&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.facebook.com/groups/1084482171606171/&quot; target=&quot;_blank&quot;&gt;PAIN&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=57p4NodRqec&amp;amp;list=PLt_f2ildHl1nSCQJtB4mynXzdVZazYD2D&amp;amp;index=3&quot; target=&quot;_blank&quot;&gt;Link do Video do Márcio sobre o pipeline programável&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=RdN06E6Xn9E&quot; target=&quot;_blank&quot;&gt;Rendering INSIDE&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=lAYIF0lwy60&amp;amp;feature=youtu.be&quot; target=&quot;_blank&quot;&gt;Stylized VFX in RiME&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://twitter.com/chiba_akihito/status/762591166378352640&quot; target=&quot;_blank&quot;&gt;Referências de partículas 3D&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://simonschreibt.de/gat/renderhell&quot; target=&quot;_blank&quot;&gt;Simon’s Render Hell (sobre pipeline de render escrito de maneira bem acessível)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://en.wikibooks.org/wiki/Cg_Programming/Unity&quot; target=&quot;_blank&quot;&gt;Referência mais forte de shader na Unity&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://simonschreibt.de/game-art-tricks/&quot; target=&quot;_blank&quot;&gt;Sessão de análise de truques de arte no blog do Simon Schreibt&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.nebulawander.com/&quot; target=&quot;_blank&quot;&gt;Jogo do Juca: Nebula Wander&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://forums.tigsource.com/index.php?topic=58843.0 &quot; target=&quot;_blank&quot;&gt;Forum do Nebula Wander&lt;/a&gt;&lt;/p&gt;</content><author><name>GAMEDEV BR</name></author><summary type="html">Neste quinto episódio convidamos o tech artist Juliano “Juca” Silveira pra explicar o que faz um artista técnico. Tentamos descomplicar sem muito sucesso, os conceitos relacionados a shaders, rendering e outros tópicos relevantes para aqueles interessados em aprender e atuar com arte técnica.</summary></entry><entry><title type="html">//E004 ERROS DE INICIANTES EM GAMEDEV</title><link href="https://gamedevbr-podcast.github.io/004/" rel="alternate" type="text/html" title="//E004 ERROS DE INICIANTES EM GAMEDEV" /><published>2017-07-12T00:00:00+00:00</published><updated>2017-07-12T00:00:00+00:00</updated><id>https://gamedevbr-podcast.github.io/004</id><content type="html" xml:base="https://gamedevbr-podcast.github.io/004/">&lt;p&gt;Projetos com escopo infinito, over engineering e programar jogos com mindset de programador web. Estes e outros erros comuns de programadores de jogos iniciantes são o tema da nossa conversa nesta 4a edição do gemedevBR.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Conteúdo&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;00:00 Abertura e apresentação&lt;/p&gt;

&lt;p&gt;01:20 Modo recursivo: falando do podcast no podcast&lt;/p&gt;

&lt;p&gt;05:20 O que estamos fazendo&lt;/p&gt;

&lt;p&gt;10:50 Notícias&lt;/p&gt;

&lt;p&gt;24:00 Assunto principal&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Links&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://meiobit.com/367372/ceo-confirma-que-atari-esta-produzindo-novo-console/&quot; target=&quot;_blank&quot;&gt;Atari anuncia novo console&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.gamasutra.com/view/news/300257/Fuze_to_release_a_Switch_game_that_teaches_players_to_make_Switch_games.php&quot; target=&quot;_blank&quot;&gt;Fuze anuncia  jogo para ensinar a programação no nintendo switch&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://arstechnica.com/gaming/2017/06/plug-and-play-snes-classic-coming-sept-29-for-80-with-two-controllers/&quot; target=&quot;_blank&quot;&gt;Lançamento do SNES mini para setembro&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://coronalabs.com/blog/2017/06/21/welcome-to-the-new-corona/&quot; target=&quot;_blank&quot;&gt;Corona Enterprise agora é free&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://unite.unity.com/2017/europe?&amp;amp;_ga=2.236986752.1004174851.1498583758-384171248.1498583758#live&quot; target=&quot;_blank&quot;&gt;Unite 2017 - Europa&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.cryengine.com/news/new-push-coming-to-github-ce-54-sneak-peek&quot; target=&quot;_blank&quot;&gt;Update da CryEngine&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=T2OxO-4YLRk&quot; target=&quot;_blank&quot;&gt;Fallout 1 postmortem&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://github.com/cicanci/game-nds-pong&quot; target=&quot;_blank&quot;&gt;Pong para NDS usando devkitPRO/devkitARM&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://github.com/modesttree/Zenject#hello-world-example&quot; target=&quot;_blank&quot;&gt;Zenject&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=AJdEqssNZ-U&quot; target=&quot;_blank&quot;&gt;The art of screen shake&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://unity-brazil.github.io/suaideiadejogoegrandedemais/advice.html&quot; target=&quot;_blank&quot;&gt;Sua idéia de jogo é grande demais&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/playlist?list=PLt_f2ildHl1kvniKIsWKx4JQ2r0zPn-3h&quot; target=&quot;_blank&quot;&gt;Série de vídeos da GameEngine LDARE (do Márcio)&lt;/a&gt;&lt;/p&gt;</content><author><name>GAMEDEV BR</name></author><summary type="html">Projetos com escopo infinito, over engineering e programar jogos com mindset de programador web. Estes e outros erros comuns de programadores de jogos iniciantes são o tema da nossa conversa nesta 4a edição do gemedevBR.</summary></entry><entry><title type="html">//E003 VIDA DE GAME DESIGNER</title><link href="https://gamedevbr-podcast.github.io/003/" rel="alternate" type="text/html" title="//E003 VIDA DE GAME DESIGNER" /><published>2017-06-19T00:00:00+00:00</published><updated>2017-06-19T00:00:00+00:00</updated><id>https://gamedevbr-podcast.github.io/003</id><content type="html" xml:base="https://gamedevbr-podcast.github.io/003/">&lt;p&gt;Neste terceiro episódio, convidamos os game designers Felipe Dal Molin da &lt;a href=&quot;http://www.aquiris.com.br&quot; target=&quot;_blank&quot;&gt;Aquiris Game Studio&lt;/a&gt; e Bruno Barbosa da &lt;a href=&quot;http://tappsgames.com&quot; target=&quot;_blank&quot;&gt;Tapps Games&lt;/a&gt; para falarem sobre a carreira de game designer, compartilharem experiências profissionais. Falamos também sobre as diferentes abordagens de game design entre jogos free-to-pay e premium, explicamos o que exatamente faz um game designer e revelamos a regra secreta que rege todo terceiro título de qualquer franquia de jogos!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Conteúdo&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;00:00 Abertura e apresentação&lt;/p&gt;

&lt;p&gt;02:00 O que estamos jogando&lt;/p&gt;

&lt;p&gt;10:50 Notícias&lt;/p&gt;

&lt;p&gt;39:35 Conversa com os convidados&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Convidados&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Felipe Dal Molin (&lt;a href=&quot;https://twitter.com/Lipedal&quot; target=&quot;_blank&quot;&gt;Twitter&lt;/a&gt;, &lt;a href=&quot;https://www.linkedin.com/in/lipedal&quot; target=&quot;_blank&quot;&gt;LinkedIn&lt;/a&gt;, &lt;a href=&quot;https://www.facebook.com/playluderia&quot; target=&quot;_blank&quot;&gt;Facebook&lt;/a&gt;)&lt;/p&gt;

&lt;p&gt;Bruno Barbosa (&lt;a href=&quot;http://cargocollective.com/bbarbosa&quot; target=&quot;_blank&quot;&gt;Portfólio&lt;/a&gt;)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Links&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://blogs.unity3d.com/pt/2016/05/25/unity-at-hack-week-11/&quot; target=&quot;_blank&quot;&gt;Unity Hack Week&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://goo.gl/XqTTPB&quot; target=&quot;_blank&quot;&gt;How we design games now and why (Inglês)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://goo.gl/mQTnOS&quot; target=&quot;_blank&quot;&gt;How we design games now and why (Português)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://goo.gl/wdcltF/&quot; target=&quot;_blank&quot;&gt;Barbie Game Developer&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=48tYRgj18IU&quot; target=&quot;_blank&quot;&gt;Monument Valley 2&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=mCCC9hQm6MM&quot; target=&quot;_blank&quot;&gt;Making off Monument Valley&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=iVHu86_eZsc&quot; target=&quot;_blank&quot;&gt;Galaxy of Pen &amp;amp; Paper - Launch Trailer&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://gamesdonequick.com/&quot; target=&quot;_blank&quot;&gt;Games Done Quick&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=14wqBA5Q1yc&quot; target=&quot;_blank&quot;&gt;Glitch Super Mario Bros.&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=klaWV-szmnY&quot; target=&quot;_blank&quot;&gt;Evo Moment 37 - Daigo &lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=SRp_XLUxWM4&quot; target=&quot;_blank&quot;&gt;Hello Kitty: Roller Rescue&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://play.google.com/store/apps/details?id=com.aquiris.horizonchase&amp;amp;hl=pt&quot; target=&quot;_blank&quot;&gt;Horizon Chase (Android)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://itunes.apple.com/br/app/horizon-chase-world-tour/id991018252?mt=8&quot; target=&quot;_blank&quot;&gt;Horizon Chase (iOS)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=-5JbddEC2aE&quot; target=&quot;_blank&quot;&gt;Pedido de casamento em Horizon Chase (Parte 1)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=YCMsAANWkog&quot; target=&quot;_blank&quot;&gt;Pedido de casamento em Horizon Chase (Parte 2)&lt;/a&gt;&lt;/p&gt;</content><author><name>GAMEDEV BR</name></author><summary type="html">Neste terceiro episódio, convidamos os game designers Felipe Dal Molin da Aquiris Game Studio e Bruno Barbosa da Tapps Games para falarem sobre a carreira de game designer, compartilharem experiências profissionais. Falamos também sobre as diferentes abordagens de game design entre jogos free-to-pay e premium, explicamos o que exatamente faz um game designer e revelamos a regra secreta que rege todo terceiro título de qualquer franquia de jogos!</summary></entry><entry><title type="html">//E002 GAME ENGINES</title><link href="https://gamedevbr-podcast.github.io/002/" rel="alternate" type="text/html" title="//E002 GAME ENGINES" /><published>2017-05-29T00:00:00+00:00</published><updated>2017-05-29T00:00:00+00:00</updated><id>https://gamedevbr-podcast.github.io/002</id><content type="html" xml:base="https://gamedevbr-podcast.github.io/002/">&lt;p&gt;Neste episódio sobre Game Engines, relembramos as origens deste conceito que mudou a forma de desenvolver jogos. Falamos os critérios que achamos relevantes ou que já vimos serem adotados durante a escolha de uma engine tanto para projetos pessoais quanto para estúdios desenvolvendo jogos comerciais. Também compartilhamos nossas experiências com algumas game engines.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Conteúdo&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;00:00 Abertura e apresentação&lt;/p&gt;

&lt;p&gt;02:00 O que estamos jogando&lt;/p&gt;

&lt;p&gt;05:00 Notícias&lt;/p&gt;

&lt;p&gt;09:00 Conversa sobre o tema game engines&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Notícias&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.gamasutra.com/view/news/297874/The_art_of_the_chase_Level_design_and_player_orientation_in_Outlast_2.php&quot; target=&quot;_blank&quot;&gt;The art of the chase: Level design and player orientation in Outlast 2&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=0pdFvJ4mT8M&quot; target=&quot;_blank&quot;&gt;GDC Vault: The Jetpack Joyride Postmortem&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=OHgET0En8Fw &quot; target=&quot;_blank&quot;&gt;The History of ID SOFTWARE: Commander Keen (1987 - 1991)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.amazon.com.br/Masters-Doom-Created-Transformed-Culture/dp/0812972155&quot; target=&quot;_blank&quot;&gt;Masters of Doom&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Links&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.unity.com/pt&quot; target=&quot;_blank&quot;&gt;Unity&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.libsdl.org/&quot; target=&quot;_blank&quot;&gt;SDL&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://irrlicht.sourceforge.net/&quot; target=&quot;_blank&quot;&gt;Irrlicht&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.ogre3d.org/&quot; target=&quot;_blank&quot;&gt;Ogre3d&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://coronalabs.com/&quot; target=&quot;_blank&quot;&gt;Corona SDK&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.cocos2d-x.org/&quot; target=&quot;_blank&quot;&gt;Cocos2d-x&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.openscenegraph.org/&quot; target=&quot;_blank&quot;&gt;Open Scene Graph&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.defold.com/&quot; target=&quot;_blank&quot;&gt;Defold&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://love2d.org/&quot; target=&quot;_blank&quot;&gt;LOVE 2D&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=saAOyNXoUOI&amp;amp;list=PLt_f2ildHl1kvniKIsWKx4JQ2r0zPn-3h&quot; target=&quot;_blank&quot;&gt;Vídeos do desenvolvimento da engine do Márcio&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://github.com/marciovmf/OctoEngine&quot; target=&quot;_blank&quot;&gt;Fonte da OctoEngine (1a engine do Márcio)&lt;/a&gt;&lt;/p&gt;</content><author><name>GAMEDEV BR</name></author><summary type="html">Neste episódio sobre Game Engines, relembramos as origens deste conceito que mudou a forma de desenvolver jogos. Falamos os critérios que achamos relevantes ou que já vimos serem adotados durante a escolha de uma engine tanto para projetos pessoais quanto para estúdios desenvolvendo jogos comerciais. Também compartilhamos nossas experiências com algumas game engines.</summary></entry><entry><title type="html">//E001 PORTFÓLIO</title><link href="https://gamedevbr-podcast.github.io/001/" rel="alternate" type="text/html" title="//E001 PORTFÓLIO" /><published>2017-05-15T00:00:00+00:00</published><updated>2017-05-15T00:00:00+00:00</updated><id>https://gamedevbr-podcast.github.io/001</id><content type="html" xml:base="https://gamedevbr-podcast.github.io/001/">&lt;p&gt;Neste episódio que é o nosso HelloWorld no mundo dos podcasts, falamos sobre o mítico protótipo do Nintendo Playstation e conversamos sobre a importância do portfólio para desenvolvedores e relembramos nossas experiências profissionais onde manter um portfólio fez a diferença.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Conteúdo&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;00:00 Abertura e apresentação&lt;/p&gt;

&lt;p&gt;01:00 O que estamos jogando e VIM Adventures&lt;/p&gt;

&lt;p&gt;03:07 Comentários sobre a notícia do protótipo Nintendo Playstation&lt;/p&gt;

&lt;p&gt;04:35 Conversa sobre o tema portfólio&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;//Links&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.gamasutra.com/view/news/297550/That_Nintendo_PlayStation_prototype_has_been_restored_to_working_condition.php&quot; target=&quot;_blank&quot;&gt;That Nintendo PlayStation prototype has been restored to working condition&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://vim-adventures.com/&quot; target=&quot;_blank&quot;&gt;VIM Adventures&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://gamedeveloper.com.br/&quot; target=&quot;_blank&quot;&gt;Página pessoal do Bruno Cicanci&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://gregoriobenatti.github.io&quot; target=&quot;_blank&quot;&gt;Página pessoal do Gregório Benatti&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://designcodeplayrepeat.com/&quot; target=&quot;_blank&quot;&gt;Página pessoal do Márcio Freitas&lt;/a&gt;&lt;/p&gt;</content><author><name>GAMEDEV BR</name></author><summary type="html">Neste episódio que é o nosso HelloWorld no mundo dos podcasts, falamos sobre o mítico protótipo do Nintendo Playstation e conversamos sobre a importância do portfólio para desenvolvedores e relembramos nossas experiências profissionais onde manter um portfólio fez a diferença.</summary></entry></feed>