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	<title>Scobleizer&#187; ian milham</title>
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		<title>Behind the art in EA&#8217;s Dead Space video game</title>
		<link>http://scobleizer.com/2008/10/08/behind-the-art-in-eas-dead-space-video-game/</link>
		<comments>http://scobleizer.com/2008/10/08/behind-the-art-in-eas-dead-space-video-game/#comments</comments>
		<pubDate>Wed, 08 Oct 2008 07:27:18 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[technology industry]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ian milham]]></category>
		<category><![CDATA[video game]]></category>

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		<description><![CDATA[Want to know what&#8217;s behind making the art for a video game? It might sound boring, but Dead Space from Electronic Arts is no boring game. This brings a whole new lighting engine that lets artists do things that no other video game can do. Plus, a whole lot of scary monsters. Listen to Ian [...]]]></description>
			<content:encoded><![CDATA[<p>Want to know what&#8217;s behind making the art for a video game? It might sound boring, but <a href="http://deadspace.ea.com/">Dead Space from Electronic Arts</a> is no boring game. This brings a whole new lighting engine that lets artists do things that no other video game can do. Plus, a whole lot of scary monsters.</p>
<p><a href="http://www.fastcompany.tv/video/making-the-art-dead-space">Listen to Ian Milham, art director, who goes into all sorts of aspects</a> of how his team made it all happen.</p>
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