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	<title>Comments on: Plants vs Zombies: How Did PopCap Do it?</title>
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	<link>http://gbgames.com/blog/2009/05/plants-vs-zombies-how-did-popcap-do-it/</link>
	<description>An Indie Game Developer's somewhat interesting thoughts</description>
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		<title>By: &#38;nbsp Plants vs Zombies Developer Interview &#187; GBGames - Thoughts on Indie Game Development</title>
		<link>http://gbgames.com/blog/2009/05/plants-vs-zombies-how-did-popcap-do-it/comment-page-1/#comment-58161</link>
		<dc:creator>&#38;nbsp Plants vs Zombies Developer Interview &#187; GBGames - Thoughts on Indie Game Development</dc:creator>
		<pubDate>Wed, 19 Aug 2009 10:01:56 +0000</pubDate>
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		<description>[...] my post on Plants vs Zombies, I was lucky enough to have one of the people deeply involved in the production of the game answer [...]</description>
		<content:encoded><![CDATA[<p>[...] my post on Plants vs Zombies, I was lucky enough to have one of the people deeply involved in the production of the game answer [...]</p>
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		<title>By: Neil Denny</title>
		<link>http://gbgames.com/blog/2009/05/plants-vs-zombies-how-did-popcap-do-it/comment-page-1/#comment-57989</link>
		<dc:creator>Neil Denny</dc:creator>
		<pubDate>Sat, 23 May 2009 19:18:08 +0000</pubDate>
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		<description>I have only played for a few hours but agree that this game is utterly charming.  It feels like it is immaculately crafted and the focus is very heavily on fun.

I&#039;m on a bit of a withdrawal from video games at the moment.  Too often they just feel like anxiety and hard work, but this really hits the spot.  I&#039;ve still got a lot to see and look forward to, I think it is going to be excellent laptop fodder.</description>
		<content:encoded><![CDATA[<p>I have only played for a few hours but agree that this game is utterly charming.  It feels like it is immaculately crafted and the focus is very heavily on fun.</p>
<p>I&#8217;m on a bit of a withdrawal from video games at the moment.  Too often they just feel like anxiety and hard work, but this really hits the spot.  I&#8217;ve still got a lot to see and look forward to, I think it is going to be excellent laptop fodder.</p>
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		<title>By: GBGames</title>
		<link>http://gbgames.com/blog/2009/05/plants-vs-zombies-how-did-popcap-do-it/comment-page-1/#comment-57985</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Fri, 22 May 2009 18:42:29 +0000</pubDate>
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		<description>Thanks for the insight, Tod!</description>
		<content:encoded><![CDATA[<p>Thanks for the insight, Tod!</p>
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		<title>By: Tod</title>
		<link>http://gbgames.com/blog/2009/05/plants-vs-zombies-how-did-popcap-do-it/comment-page-1/#comment-57984</link>
		<dc:creator>Tod</dc:creator>
		<pubDate>Fri, 22 May 2009 14:26:06 +0000</pubDate>
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		<description>George and I worked on it for almost three years full time. Rich came on a little later and worked for two.  PopCap was really cool and didn&#039;t give us any pressure to finish faster. I was actually the one trying to push it out the door. PopCap is a really cool place to work.

The game design really was an organic process. At one point in the project I needed more stuff to do, so I started implementing mini-games that didn&#039;t need much new art. I made 30 or so by the end of the project. The best ones got turned into the mid-adventure mini-games and puzzles modes. The bad ones just got shelved.

We had a lot of time to polish it at the end. I think that is one of the key things it takes to turn a good game into a great one. All the plants and zombies were done about a year before we shipped. The game was fully playable and in beta for 6 months. Much to my surprise there were 10,000 little tweaks we made at the end.</description>
		<content:encoded><![CDATA[<p>George and I worked on it for almost three years full time. Rich came on a little later and worked for two.  PopCap was really cool and didn&#8217;t give us any pressure to finish faster. I was actually the one trying to push it out the door. PopCap is a really cool place to work.</p>
<p>The game design really was an organic process. At one point in the project I needed more stuff to do, so I started implementing mini-games that didn&#8217;t need much new art. I made 30 or so by the end of the project. The best ones got turned into the mid-adventure mini-games and puzzles modes. The bad ones just got shelved.</p>
<p>We had a lot of time to polish it at the end. I think that is one of the key things it takes to turn a good game into a great one. All the plants and zombies were done about a year before we shipped. The game was fully playable and in beta for 6 months. Much to my surprise there were 10,000 little tweaks we made at the end.</p>
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