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	<title>Shenandoah Studio</title>
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	<link>http://www.shenandoah-studio.com</link>
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		<item>
		<title>Bulge UI Demo</title>
		<link>http://www.shenandoah-studio.com/bulge-ui-demo/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=bulge-ui-demo</link>
		<comments>http://www.shenandoah-studio.com/bulge-ui-demo/#comments</comments>
		<pubDate>Fri, 18 May 2012 20:53:51 +0000</pubDate>
		<dc:creator>Jeff Dougherty</dc:creator>
				<category><![CDATA[Battle of the Bulge]]></category>
		<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3868</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/jeffdougherty/">Jeff Dougherty</a></p><p><p>From our Kickstarter page, a demo of an early Bulge build:</p>
<p></p>
<p>We&#8217;re slowly moving towards a working game!</p>
</p></p><p><a href="http://www.shenandoah-studio.com/bulge-ui-demo/">Bulge UI Demo</a></p>]]></description>
		<wfw:commentRss>http://www.shenandoah-studio.com/bulge-ui-demo/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Art Diary #16 &#8211; the Splash Screen</title>
		<link>http://www.shenandoah-studio.com/art-diary-16-splash-screen/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=art-diary-16-splash-screen</link>
		<comments>http://www.shenandoah-studio.com/art-diary-16-splash-screen/#comments</comments>
		<pubDate>Thu, 17 May 2012 15:55:40 +0000</pubDate>
		<dc:creator>Pat Ward</dc:creator>
				<category><![CDATA[Battle of the Bulge]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3665</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/patward/">Pat Ward</a></p><p><p>Well, after a short break for lots of back-end changes to the website and a whole scale ramping up of development and, as I&#8217;m sure you noticed, a few announcements, I&#8217;m back. Don&#8217;t be expecting the long posts of days of yore but I will be getting you back in the loop, posts about game art and general game chit chat. Occasionally.</p>
<p>So I realised there was one prominent area I hadn&#8217;t mentioned at all and that was the splash screen. A much maligned topic due to its intrusive abuse &#8211; like everyone else we want to get on and play the game. No ones interested in who the game developers/publishers are, what engine or tools it was built with etc.. Just show me the game!!!! But like it or lump it we need something as the game first loads. We ...</p></p><p><a href="http://www.shenandoah-studio.com/art-diary-16-splash-screen/">Art Diary #16 &#8211; the Splash Screen</a></p>]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>An Introduction</title>
		<link>http://www.shenandoah-studio.com/introduction/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=introduction</link>
		<comments>http://www.shenandoah-studio.com/introduction/#comments</comments>
		<pubDate>Wed, 16 May 2012 18:22:09 +0000</pubDate>
		<dc:creator>Pat Ward</dc:creator>
				<category><![CDATA[El Alamein]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3849</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/patward/">Pat Ward</a></p><p><p>I am very happy to be building this new game for Shenandoah Studio on John Butterfield’s most excellent Battle of the Bulge design. It will be great working from another of John’s thoughtful and exciting designs as the launching point for my treatment of El Alamein. For those who are not familiar with the turning point in the North Africa campaign here are a few highlights.</p>
<p>
				 
					 
					<p>in a desperate fight the British halted the German offensive</p>
				
			In late August of 1942, Rommel &#8211; aka the Desert Fox &#8211; had just taken Tobruk (June 1940) and after a rapid refit launched what he hoped was his final offensive to capture the Suez Canal. August 31, 1942 saw the spearhead of the Afrika Corps strike at Montgomery’s defensive positions at Alam El Halfa Ridge where in a desperate fight the British halted ...</p></p><p><a href="http://www.shenandoah-studio.com/introduction/">An Introduction</a></p>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Nick&#8217;s been interviewed at Guns and Dice</title>
		<link>http://www.shenandoah-studio.com/nicks-interviewed-guns-dice/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nicks-interviewed-guns-dice</link>
		<comments>http://www.shenandoah-studio.com/nicks-interviewed-guns-dice/#comments</comments>
		<pubDate>Sat, 12 May 2012 20:13:41 +0000</pubDate>
		<dc:creator>Pat Ward</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3794</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/patward/">Pat Ward</a></p><p><p></p>
<p>Our very own CFO, Nick Karp, has given a lovely and informative interview on Guns, Dice, Butter about his years at SPI and Victory games, the epic games he&#8217;s designed and about his time here at Shenandoah.</p>
<p>Check it out and let us know what you think.</p>

	subject: Shenandoah Studio
	author: Pat Ward


</p></p><p><a href="http://www.shenandoah-studio.com/nicks-interviewed-guns-dice/">Nick&#8217;s been interviewed at Guns and Dice</a></p>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Designer of the Month!</title>
		<link>http://www.shenandoah-studio.com/game-designer-month/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=game-designer-month</link>
		<comments>http://www.shenandoah-studio.com/game-designer-month/#comments</comments>
		<pubDate>Sat, 12 May 2012 20:11:44 +0000</pubDate>
		<dc:creator>Pat Ward</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3798</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/patward/">Pat Ward</a></p><p><p>
Well it&#8217;s all happening around here. Jeff&#8217;s being asked to lecture to college students about game design, Nick&#8217;s being interviewed for a podcast, I, erm, nearly finished Stalker: Call of Pripyat and now Eric, our CEO has been nominated Game Designer of the Month over at the Board Game Geek. This is a real honour and over the month he&#8217;ll be answering as many questions as possible so feel free to join him.</p>

	subject: Shenandoah Studio
	author: Pat Ward


</p></p><p><a href="http://www.shenandoah-studio.com/game-designer-month/">Game Designer of the Month!</a></p>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kickstarter Update and a Message from Mark Herman</title>
		<link>http://www.shenandoah-studio.com/kickstarter-update-message-mark-herman/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=kickstarter-update-message-mark-herman</link>
		<comments>http://www.shenandoah-studio.com/kickstarter-update-message-mark-herman/#comments</comments>
		<pubDate>Wed, 09 May 2012 18:19:15 +0000</pubDate>
		<dc:creator>Jeff Dougherty</dc:creator>
				<category><![CDATA[Battle of the Bulge]]></category>
		<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3787</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/jeffdougherty/">Jeff Dougherty</a></p><p><p>Folks,</p>
<p>This is all somewhat belated, but I wanted to put something up on our website about two very exciting events. First, we&#8217;ve made our goal on Kickstarter, with only about a third of the campaign done! Donations are currently up to nearly $25,000, and the response from the board and wargaming community has been nothing short of spectacular. What&#8217;s particularly encouraging is that a lot of the money has come from many small donations, each one a gamer who wants to see our particular kind of games on the iPad. We always knew you were out there. Now we can prove it, which will make for easier going in the future.</p>
<p>Secondly, legendary game designer Mark Herman, another SPI veteran, has signed on to do the first sequel to Battle of the Bulge on the Battle of El Alamein. This underappreciated ...</p></p><p><a href="http://www.shenandoah-studio.com/kickstarter-update-message-mark-herman/">Kickstarter Update and a Message from Mark Herman</a></p>]]></description>
		<wfw:commentRss>http://www.shenandoah-studio.com/kickstarter-update-message-mark-herman/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Form Follows Function &#8211; Oh really?</title>
		<link>http://www.shenandoah-studio.com/form-function/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=form-function</link>
		<comments>http://www.shenandoah-studio.com/form-function/#comments</comments>
		<pubDate>Wed, 09 May 2012 11:37:38 +0000</pubDate>
		<dc:creator>Pat Ward</dc:creator>
				<category><![CDATA[Battle of the Bulge]]></category>
		<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3668</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/patward/">Pat Ward</a></p><p><p>So form follows function .. does it? Really?</p>
<p>Well .. yes .. and no.  Partly.</p>
<p>Anyone who&#8217;s read my earlier art diary posts will have noticed me mention functionality and its importance in wargame map design, often with a nod towards Redmond Simonsen. Being a regular lurker and one time fist waving contributor to the BGG&#8217;s board game art forums I&#8217;ve noticed a number of people bandying about the phrase &#8220;form follows function&#8221; like it was some kind of mantra. A golden rule. A statement of fact. And right now I&#8217;m going to terrify the rest of the team by telling you that most of the people throwing that around don&#8217;t have the first clue of what they&#8217;re talking about.</p>
<p>Let&#8217;s be perfectly clear from the start. It&#8217;s true. And it&#8217;s not true. It&#8217;s a partial truth.</p>
<p>Look, in simple terms we&#8217;re talking about ...</p></p><p><a href="http://www.shenandoah-studio.com/form-function/">Form Follows Function &#8211; Oh really?</a></p>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Solitaire Team Play</title>
		<link>http://www.shenandoah-studio.com/solitaire-team-play/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=solitaire-team-play</link>
		<comments>http://www.shenandoah-studio.com/solitaire-team-play/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 14:09:55 +0000</pubDate>
		<dc:creator>Joe Miranda</dc:creator>
				<category><![CDATA[Waterloo]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3747</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/jamiranda/">Joe Miranda</a></p><p><p>Solitaire games can be played by more than one person, as a team.</p>
<p>For example, one player can be the supreme commander, and the others command subordinate formations. Or players can act as a &#8220;staff&#8221;, discussing possible moves and them developing a plan of action. This has the added advantage as everyone can win, or at least lose together. It also encourages social interaction which is always fun.</p>

	subject: discussion
	author: Joe Miranda


</p></p><p><a href="http://www.shenandoah-studio.com/solitaire-team-play/">Solitaire Team Play</a></p>]]></description>
		<wfw:commentRss>http://www.shenandoah-studio.com/solitaire-team-play/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<item>
		<title>Shenandoah Studio is On Kickstarter!</title>
		<link>http://www.shenandoah-studio.com/shenandoah-studio/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=shenandoah-studio</link>
		<comments>http://www.shenandoah-studio.com/shenandoah-studio/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 19:07:10 +0000</pubDate>
		<dc:creator>Eric Lee Smith</dc:creator>
				<category><![CDATA[Battle of the Bulge]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3729</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/ericleesmith/">Eric Lee Smith</a></p><p><p></p>
<p>We are happy to announce that our first game, John Butterfield’s “Battle of the Bulge,” is now a Kickstarter project. The campaign launches on Thursday, April 26th around 5:00 o’clock Eastern time. We are excited to have the opportunity to tell the world about our game and to give so many people the opportunity to be a part of it.</p>
The Goal
<p>Our goal is to raise $20,000 which we use to improve the quality of the game: more and better sound effects and music, enhanced game play, and more play modes. We are confident we will reach this goal &#8211; with your help! We have provided a wide variety of rewards and we hope you find a reward that excites you.</p>
Stretch Goals
<p>We have exciting surprise announcements to make too! We have two major surprise announcements that we’ll make during the campaign ...</p></p><p><a href="http://www.shenandoah-studio.com/shenandoah-studio/">Shenandoah Studio is On Kickstarter!</a></p>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Art Diary #15 &#8211; Interface &#8211; Part 2</title>
		<link>http://www.shenandoah-studio.com/art-diary-15-interface-part-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=art-diary-15-interface-part-2</link>
		<comments>http://www.shenandoah-studio.com/art-diary-15-interface-part-2/#comments</comments>
		<pubDate>Thu, 29 Mar 2012 21:32:14 +0000</pubDate>
		<dc:creator>Pat Ward</dc:creator>
				<category><![CDATA[Battle of the Bulge]]></category>

		<guid isPermaLink="false">http://www.shenandoah-studio.com/?p=3410</guid>
		<description><![CDATA[<p><p><a href="http://www.shenandoah-studio.com">Shenandoah Studio</a>
<a rel="author" href="http://www.shenandoah-studio.com/author/patward/">Pat Ward</a></p><p><p>We&#8217;d decided we wanted at least 3 buttons on screen all the time, commit, undo and menu, so the interface wasn&#8217;t planned to be fully dynamic ..  invisible until required. But how should the buttons look? Obviously they need to look functional, either following iOS/web standards or looking like physical buttons. You need to know they&#8217;re pressable.</p>
<p>The iOS look wouldn&#8217;t fit the feel of the game so that was dismissed. I wanted something to match the semi realistic look of the map. To not stand out like the units and icons but to blend in so you&#8217;re not fully aware of it as you&#8217;re playing. I looked at integrating it into a kind of WW2 German map case, all leather, metal studs and plastic but buttons, switches and panels didn&#8217;t work in that context. Buttons felt awkward and the kind ...</p></p><p><a href="http://www.shenandoah-studio.com/art-diary-15-interface-part-2/">Art Diary #15 &#8211; Interface &#8211; Part 2</a></p>]]></description>
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		<slash:comments>4</slash:comments>
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