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	<title>Infrared5 Blog</title>
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	<link>http://blog.infrared5.com</link>
	<description>Yeah, We Can Build That</description>
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		<title>Win for Boston Video Game Industry: PAX East Commits 10 years in Boston and $325K to Fund Mass DiGI</title>
		<link>http://blog.infrared5.com/2012/02/win-for-boston-video-game-industry-pax-east-commits-10-years-in-boston-and-325k-to-fund-mass-digi/</link>
		<comments>http://blog.infrared5.com/2012/02/win-for-boston-video-game-industry-pax-east-commits-10-years-in-boston-and-325k-to-fund-mass-digi/#comments</comments>
		<pubDate>Thu, 16 Feb 2012 21:35:24 +0000</pubDate>
		<dc:creator>Elliott Mitchell</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Infrared5]]></category>
		<category><![CDATA[Mass DiGI]]></category>
		<category><![CDATA[PAX East]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=788</guid>
		<description><![CDATA[
Video game industry leaders, higher education institutions and the press were all in for a big surprise when summoned to the Boston Convention and Exhibition Center (BCEC) for a big announcement Wednesday, February 15, 2012. Penny Arcade’s PAX East conference has committed to hold their annual video game conference for 10 more years in Boston [...]]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2012/02/win-for-boston-video-game-industry-pax-east-commits-10-years-in-boston-and-325k-to-fund-mass-digi/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>HTML5 vs. Flash Games Infographic via onemorelevel</title>
		<link>http://blog.infrared5.com/2012/02/html5-vs-flash-games-infographic-via-onemorelevel/</link>
		<comments>http://blog.infrared5.com/2012/02/html5-vs-flash-games-infographic-via-onemorelevel/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 16:53:01 +0000</pubDate>
		<dc:creator>Mike Oldham</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[HTML5]]></category>
		<category><![CDATA[Infographic]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=779</guid>
		<description><![CDATA[Created by: One More Level
]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2012/02/html5-vs-flash-games-infographic-via-onemorelevel/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gaming Ouroboros at the Global Game Jam 2012</title>
		<link>http://blog.infrared5.com/2012/02/gaming-ouroboros-at-the-global-game-jam-2012/</link>
		<comments>http://blog.infrared5.com/2012/02/gaming-ouroboros-at-the-global-game-jam-2012/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 22:50:19 +0000</pubDate>
		<dc:creator>Elliott Mitchell</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Brass Monkey]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[C64]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Global Game Jam]]></category>
		<category><![CDATA[Ouroboros]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=727</guid>
		<description><![CDATA[Now and then, as a professional 3D technical artist and game designer, I find it’s helpful to step out of my usual routine and make a game over a weekend. Why? Because it keeps life fresh and exciting while providing a rare sense of instant gratification in the crazy world of video game development. Making [...]]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2012/02/gaming-ouroboros-at-the-global-game-jam-2012/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Welcome to the new Infrared5 HTML5 site!</title>
		<link>http://blog.infrared5.com/2012/02/welcome-to-the-new-infrared5-html5-site/</link>
		<comments>http://blog.infrared5.com/2012/02/welcome-to-the-new-infrared5-html5-site/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 23:27:39 +0000</pubDate>
		<dc:creator>Kelly Wallick</dc:creator>
				<category><![CDATA[About]]></category>
		<category><![CDATA[Welcome]]></category>
		<category><![CDATA[canvas]]></category>
		<category><![CDATA[HTML5]]></category>
		<category><![CDATA[Infrared5]]></category>
		<category><![CDATA[Web Development]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=732</guid>
		<description><![CDATA[
Not only have we upgraded from Flash to HTML5 but we&#8217;ve re-designed the entire site.  From a cool new dynamic background (hint: try clicking around to see the site&#8217;s Easter egg) to updated bios and work sections.  We&#8217;ve been expanding our company, our clients and even our office so it&#8217;s only appropriate that [...]]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2012/02/welcome-to-the-new-infrared5-html5-site/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Creating 2nd UV sets in Maya for Consistent and Reliable Lightmapping in Unity 3d</title>
		<link>http://blog.infrared5.com/2012/01/creating-2nd-uv-sets-in-maya-for-consistent-and-reliable-lightmapping-in-unity-3d/</link>
		<comments>http://blog.infrared5.com/2012/01/creating-2nd-uv-sets-in-maya-for-consistent-and-reliable-lightmapping-in-unity-3d/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 16:01:06 +0000</pubDate>
		<dc:creator>Elliott Mitchell</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Brass Monkey]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Unity 3D]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=673</guid>
		<description><![CDATA[Have you ever worked on a game that was beautifully lit in the Unity editor but ran like ants on molasses on your target device? Chances are you might benefit from using lightmaps. Ever worked on a game that was beautifully lit with lightmaps but looked different between your Mac and PC in the Unity [...]]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2012/01/creating-2nd-uv-sets-in-maya-for-consistent-and-reliable-lightmapping-in-unity-3d/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Aerial Combat in Video Games: A.K.A Dog Fighting</title>
		<link>http://blog.infrared5.com/2011/09/airial-combat-in-video-games-a-k-a-dog-fighting/</link>
		<comments>http://blog.infrared5.com/2011/09/airial-combat-in-video-games-a-k-a-dog-fighting/#comments</comments>
		<pubDate>Tue, 27 Sep 2011 14:36:45 +0000</pubDate>
		<dc:creator>John Grden</dc:creator>
				<category><![CDATA[Brass Monkey]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=532</guid>
		<description><![CDATA[
A while back, we produced a Star Wars title for Lucas Film LTD. called &#8220;The Trench Run&#8221; which did very well on iPhone/iPod sales and later was converted to a web game hosted on StarWars.com.  Thanks to Unity3D&#8217;s ability to allow developers to create with one IDE while supporting multiple platforms, we were able to [...]]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2011/09/airial-combat-in-video-games-a-k-a-dog-fighting/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Android Graphics and Animation Part III &#8211; Handling the Accelerometer</title>
		<link>http://blog.infrared5.com/2011/09/android-graphics-and-animation-part-iii-handling-the-accelerometer/</link>
		<comments>http://blog.infrared5.com/2011/09/android-graphics-and-animation-part-iii-handling-the-accelerometer/#comments</comments>
		<pubDate>Mon, 19 Sep 2011 21:27:23 +0000</pubDate>
		<dc:creator>Keith Peters</dc:creator>
				<category><![CDATA[Android]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=523</guid>
		<description><![CDATA[It&#8217;s been a while, but we finally come to part 3 of this series.
In part 1 we learned the basics of setting up an Android project in Eclipse and drawing to the canvas.
In part 2 we covered animation and threading.
In this episode, we will look at handling the accelerometer, allowing you to control the animation [...]]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2011/09/android-graphics-and-animation-part-iii-handling-the-accelerometer/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Red5 Vector Support</title>
		<link>http://blog.infrared5.com/2011/08/red5-vector-support/</link>
		<comments>http://blog.infrared5.com/2011/08/red5-vector-support/#comments</comments>
		<pubDate>Wed, 03 Aug 2011 08:00:24 +0000</pubDate>
		<dc:creator>Paul Gregoire</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Red5]]></category>
		<category><![CDATA[amf3]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[binary]]></category>
		<category><![CDATA[vector]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=509</guid>
		<description><![CDATA[Vector support in Red5 server]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2011/08/red5-vector-support/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Clustering with Red5</title>
		<link>http://blog.infrared5.com/2011/07/clustering-with-red5/</link>
		<comments>http://blog.infrared5.com/2011/07/clustering-with-red5/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 09:00:51 +0000</pubDate>
		<dc:creator>Paul Gregoire</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Red5]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[chat]]></category>
		<category><![CDATA[clustering]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[jgroups]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=471</guid>
		<description><![CDATA[A quick-and-easy example of Clustering a Red5 application using JGroups ]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2011/07/clustering-with-red5/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Meet Infrared5&#8217;s New CEO &#8211; Rebecca Allen</title>
		<link>http://blog.infrared5.com/2011/07/meet-infrared5s-new-ceo-rebecca-allen/</link>
		<comments>http://blog.infrared5.com/2011/07/meet-infrared5s-new-ceo-rebecca-allen/#comments</comments>
		<pubDate>Tue, 26 Jul 2011 14:25:32 +0000</pubDate>
		<dc:creator>Chris Allen</dc:creator>
				<category><![CDATA[About]]></category>

		<guid isPermaLink="false">http://blog.infrared5.com/?p=485</guid>
		<description><![CDATA[ As many of you who follow Infrared5’s progress know, we’ve recently created a new company around a product we developed. This company, Brass Monkey, allows a smartphone to become a game controller. We are doing some amazing work, including winning awards, landing clients like LucasFilm, and closing in on a seed round of fundraising. [...]]]></description>
		<wfw:commentRss>http://blog.infrared5.com/2011/07/meet-infrared5s-new-ceo-rebecca-allen/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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