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	<title>Kotaku Australia &#187; 2k australia</title>
	<atom:link href="http://www.kotaku.com.au/tags/2k-australia/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>How To Quit Your Game Development Job</title>
		<link>http://www.kotaku.com.au/2009/04/how-to-quit-your-game-development-job/</link>
		<comments>http://www.kotaku.com.au/2009/04/how-to-quit-your-game-development-job/#comments</comments>
		<pubDate>Tue, 28 Apr 2009 19:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[farbs]]></category>
		<category><![CDATA[hot flashes]]></category>
		<category><![CDATA[mario]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=335560</guid>
		<description><![CDATA[ Game developers &#8211; they always have to make a game out of everything, including quitting their job as a game developer for 2K Australia.
Farbs will no longer be working for 2K Australia come June 5th, having resigned his position in order to work full time creating games like the most excellent ROM CHECK FAIL. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/04/thankyou2k.jpg" alt="" class="left" /> Game developers &#8211; they always have to make a game out of everything, including quitting their job as a game developer for 2K Australia.<span id="more-335560"></span></p>
<p>Farbs will no longer be working for 2K Australia come June 5th, having resigned his position in order to work full time creating games like the most excellent <a href="http://www.kotaku.com.au/2008/03/rom_check_fail_is_the_opposite_of_fail-2/">ROM CHECK FAIL</a>. Being a game developer with a focus on the earlier days of the industry, Farbs couldn&#8217;t resist creating one last game &#8211; A Message for 2K Australia. Combining elements of Mario and a small splash of his own game, Polychromatic Funk Monkey, Farbs delivers one of the more entertaining &#8220;I Quit&#8221; notices you&#8217;re ever likely to find.</p>
<p>Good luck on your next adventure Farbs!</p>
<p><a href="http://www.farbs.org/Message.html">A Message for 2K Australia</a> [Farbs.com - Thanks, Jason!]</p>
]]></content:encoded>
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		<title>Why 2K Boston Aren&#8217;t Making BioShock 2</title>
		<link>http://www.kotaku.com.au/2008/08/why_2k_boston_arent_making_bioshock_2-2/</link>
		<comments>http://www.kotaku.com.au/2008/08/why_2k_boston_arent_making_bioshock_2-2/#comments</comments>
		<pubDate>Tue, 05 Aug 2008 08:30:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[2k boston]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[ken levine]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/08/why_2k_boston_arent_making_bioshock_2-2.html</guid>
		<description><![CDATA[2K Boston, with help from 2K Australia, made BioShock. And what a great game it was. But they&#8217;re not making BioShock 2. Somebody else is. Why somebody else and not 2K Boston? Ken Levine (pictured, emerging from the ruins of Rapture clutching the last remaining&#8230;Coke Zero!) explains:
I think for us, we come out of our [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kotaku.com/assets/images/kotaku/2008/08/kenrapture.jpg" class="center"  />2K Boston, with help from 2K Australia, made BioShock. And what a great game it was. But they&#8217;re not making BioShock 2. Somebody <em>else</em> is. Why somebody else and not 2K Boston? Ken Levine (pictured, emerging from the ruins of Rapture clutching the last remaining&#8230;Coke Zero!) explains:</p>
<blockquote><p>I think for us, we come out of our BioShock coma &#8211; from shipping that game, and how hard that was &#8211; and then making a determination. What&#8217;s next for us, and how aggressive are we going to be?</p></blockquote>
<p><span id="more-300471"></span><br />
<blockquote>
<p>And we all looked at each other, and these guys have worked together for maybe six or ten years, all the senior creative guys on BioShock, and asked what do we want to do? Do we want to do something a little more straightforward next time, or do we want to swing for the fences again? To paraphrase, we decided to swing for the fences.</p>
</blockquote>
<p>So&#8230;if they&#8217;re not doing BioShock 2, and have very good reasons for not doing BioShock 2, what <em>are</em> they doing?</p>
<blockquote><p>I actually can&#8217;t talk about it, without talking about the game itself. There are things related to story, gameplay and&#8230;I don&#8217;t know how to describe it&#8230;people&#8217;s relationship with the game over the long term. That&#8217;s what we&#8217;re thinking about, but it&#8217;s about as clear as I can be.</p></blockquote>
<p>So, not very clear at all, then!</p>
<p><a href="http://www.gamesindustry.biz/articles/ken-levine-part-one">Ken Levine &#8211; Part One</a> [GI.biz][Pic: <a href="http://flickr.com/photos/grill/2731053027/sizes/l/">Hot Grill</a>]</p>
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		<title>BioShock PS3 Rated, Syringe Stabbing Still Not Considered Drug Use</title>
		<link>http://www.kotaku.com.au/2008/07/bioshock_ps3_rated_syringe_stabbing_still_not_considered_drug_use/</link>
		<comments>http://www.kotaku.com.au/2008/07/bioshock_ps3_rated_syringe_stabbing_still_not_considered_drug_use/#comments</comments>
		<pubDate>Wed, 16 Jul 2008 02:00:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[2k boston]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[digital extremes]]></category>
		<category><![CDATA[playstation 3]]></category>
		<category><![CDATA[take 2 interactive]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/07/bioshock_ps3_rated_syringe_stabbing_still_not_considered_drug_use.html</guid>
		<description><![CDATA[Yesterday, BioShock on PS3 appeared in the OFLC&#8217;s database. Somehow, the static image of a syringe is much more suggestive than a dude violently jabbing himself with a needle and groaning in ecstasy. Good thing there&#8217;s no mention of real world drugs, so we can pretend it&#8217;s just a game!
Oh, that&#8217;s right, it is a [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="bs_inj.jpg" src="http://media.kotaku.com.au/mt/images/2008/07/bs_inj.jpg" width="535" height="301" class="center"  />Yesterday, <i>BioShock</i> on PS3 appeared in the OFLC&#8217;s database. Somehow, the <a href="http://www.kotaku.com.au/fallout_3_see_the_naughty_drugs_the_oflc_didnt_like.html">static image of a syringe</a> is much more suggestive than a dude violently jabbing himself with a needle and groaning in ecstasy. Good thing there&#8217;s no mention of real world drugs, so we can pretend it&#8217;s just a game!</p>
<p>Oh, that&#8217;s right, it <i>is</i> a game.</p>
<p>As an aside, Digital Extremes gets an &#8220;author&#8221; credit in the database entry, thanks to its <a href="http://www.kotaku.com.au/games/2008/07/dark_sector_devs_helping_with_bioshock_ps3-2.html">optimisation work</a>.</p>
<p><a href="http://www.classification.gov.au/special.html?n=46&#038;p=156&#038;sStart=20&#038;sMature=1&#038;sMediaGames=1&#038;sDateFromM=1&#038;sDateFromY=1970&#038;sDateToM=7&#038;sDateToY=2008&#038;record=228727">BIOSHOCK Game (Playstation 3)</a> [OFLC]<span id="more-297610"></span></p>
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		<slash:comments>6</slash:comments>
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		<title>&#8216;BioShock Should&#8217;ve Failed&#8217;</title>
		<link>http://www.kotaku.com.au/2008/06/bioshock_shouldve_failed-2/</link>
		<comments>http://www.kotaku.com.au/2008/06/bioshock_shouldve_failed-2/#comments</comments>
		<pubDate>Tue, 24 Jun 2008 07:00:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[2k boston]]></category>
		<category><![CDATA[2k games]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[fps]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/06/bioshock_shouldve_failed-2.html</guid>
		<description><![CDATA[BioShock was a big hit. But, the way lead programmer Chris Kline sees it, the game should&#8217;ve been a MISERABLE FAILURE. BioShock was first planned in early 2002 when its developer, the then Irrational Games, decided it needed a big AAA title. The idea was to make a System Shock 2 clone, but development on [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kotaku.com/assets/images/kotaku/2008/06/chris_kline_bioshock.jpg" class="postimg left" /><i>BioShock</i> was a big hit. But, the way lead programmer Chris Kline sees it, the game should&#8217;ve been a MISERABLE FAILURE. <i>BioShock</i> was first planned in early 2002 when its developer, the then Irrational Games, decided it needed a big AAA title. The idea was to make a <i>System Shock 2</i> clone, but development on the game stopped for about two years. &#8220;The very first failure&#8221;, recalls Kline, &#8220;was that we wanted to base this whole thing on <i>System Shock 2</i>. After a couple false starts, it wasn&#8217;t until the E3 2006 demo that the team really had to think about things like making the game work and creating a &#8220;compelling user experience&#8221;. Kline adds:</p>
<p><span id="more-294739"></span><br />
<blockquote>
<p> <i>BioShock</i> should&#8217;ve failed&#8230; In fact, it did fail a lot, over the course of time. A series of big mistakes and corrections and slipped ship dates, but all of these helped make it a good game&#8230; Some people think that constantly messing up, and pushing dates isn&#8217;t a good way to make a game, but as far as I&#8217;m concerned it&#8217;s the only way to make a good game. </p>
</blockquote>
<p>Bungled development and repeated delays are your friends! Do not hate. Do not. </p>
<p><a href="http://www.gamasutra.com/php-bin/news_index.php?story=19146">Wy BioShock Should Have Failed</a> [Gamasutra via <a href="http://www.bingegamer.net/index.php/2008/2ks-kline-bioshock-should-have-failed">Binge Gamer</a>]</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Ken Levine And Co. At Work On New X-Com Game?</title>
		<link>http://www.kotaku.com.au/2008/05/ken_levine_and_co_at_work_on_new_xcom_game-2/</link>
		<comments>http://www.kotaku.com.au/2008/05/ken_levine_and_co_at_work_on_new_xcom_game-2/#comments</comments>
		<pubDate>Mon, 05 May 2008 07:00:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[2k boston]]></category>
		<category><![CDATA[ken levine]]></category>
		<category><![CDATA[Rumours]]></category>
		<category><![CDATA[x-com]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/05/ken_levine_and_co_at_work_on_new_xcom_game-2.html</guid>
		<description><![CDATA[ The latest Official Xbox Mag is running a rumour that&#8217;s been quietly &#8211; oh so quietly &#8211; doing the rounds for a few months now. That rumour concerns just what, exactly, 2K Boston (and I presume 2K Australia as well) are up to these days. With 2K Marin confirmed as the team behind BioShock [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kotaku.com/assets/resources/2008/05/xcom2k.jpg" class="postimg center" style="display:block;float:none"/> The latest Official Xbox Mag is running a rumour that&#8217;s been quietly &#8211; <em>oh so quietly</em> &#8211; doing the rounds for a few months now. That rumour concerns just what, exactly, 2K Boston (and I presume 2K Australia as well) are up to these days. With 2K Marin confirmed as the team behind BioShock 2, what could Ken Levine and the rest of the guys behind BioShock 1 be working on? Maybe a new X-Com game. Yes, <em>X-Com</em>. 2K quietly bought the rights to the series in 2007, so the rumour&#8217;s at least got a solid footing, though we&#8217;re still going to recommend you increase your daily intake of salt. If only because the thought of a new, official X-Com game is too awesome to mess around with.<br /> [<a href="http://www.oxmonline.com/">Official Xbox Magazine, June 2008</a>]</p>
<p><span id="more-287969"></span></p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>2K Australia Opens Doors To Ex-Auran Devs</title>
		<link>http://www.kotaku.com.au/2008/01/2k_australia_opens_doors_to_exauran_devs/</link>
		<comments>http://www.kotaku.com.au/2008/01/2k_australia_opens_doors_to_exauran_devs/#comments</comments>
		<pubDate>Fri, 11 Jan 2008 00:30:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[auran]]></category>
		<category><![CDATA[jobs]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/01/2k_australia_opens_doors_to_exauran_devs.html</guid>
		<description><![CDATA[If you once worked at Auran, but no longer do thanks to last year&#8217;s unpleasantness, then you might find a new home over at the Canberra-based 2K Australia.
According to Sumea, the studio is welcoming ex-Auran folk to apply for positions at the company &#8211; specifically designers, coders and quality assurance people with plenty of experience. [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="2kaus.jpg" src="http://media.kotaku.com.au/mt/2007/11/20/2kaus.jpg" width="240" height="223" class="left"/>If you once worked at Auran, but no longer do thanks to <a href="http://www.kotaku.com.au/games/2007/12/auran_closes_up_shop.html">last year&#8217;s unpleasantness</a>, then you might find a new home over at the Canberra-based 2K Australia.</p>
<p><a href="http://www.sumea.com.au/snews.asp?news=3733">According to Sumea</a>, the studio is welcoming ex-Auran folk to apply for positions at the company &#8211; specifically designers, coders and quality assurance people with plenty of experience. 2K Australia&#8217;s even happy to help out with relocation costs if you&#8217;re particularly pro. From the story:</p>
<blockquote><p> We offer relocation assistance for mid-senior candidates and we spoil out staff members with movie nights, daily fruit and subsidised health and gym.</p></blockquote>
<p>Sounds like a sweet deal to me.</p>
<p>Technically, anyone is free to apply for a position at 2K Australia, but I&#8217;m sure the ex-Auran guys appreciate the personalised invite.</p>
<p><a href="http://www.sumea.com.au/snews.asp?news=3733">2K Australia is Hiring</a> [Sumea]<span id="more-273107"></span></p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>QA Is Not Taken Seriously, Seen As Career Stepping Stone</title>
		<link>http://www.kotaku.com.au/2007/11/qa_is_not_taken_seriously_seen_as_career_stepping_stone/</link>
		<comments>http://www.kotaku.com.au/2007/11/qa_is_not_taken_seriously_seen_as_career_stepping_stone/#comments</comments>
		<pubDate>Thu, 29 Nov 2007 00:00:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[game connect]]></category>
		<category><![CDATA[jobs]]></category>
		<category><![CDATA[martin slater]]></category>
		<category><![CDATA[q&a]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/qa_is_not_taken_seriously_seen_as_career_stepping_stone.html</guid>
		<description><![CDATA[Martin Slater&#8217;s killer Bioshock post-mortem at the most recent Game Connect didn&#8217;t just highlight the less glamorous aspects of DirectX 10 &#8211; the 2K Australia lead programmer also discussed the issues facing quality assurance, and how important good QA is:
There&#8217;s a nasty trend in the industry right now, QA is not taken seriously enough. It&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="bioshock1.jpg" src="http://media.kotaku.com.au/mt/2007/11/29/bioshock1.jpg" width="535" height="301" class="center" />Martin Slater&#8217;s killer <i>Bioshock</i> post-mortem at the most recent Game Connect didn&#8217;t just highlight the <a href="http://www.kotaku.com.au/games/2007/11/2k_australias_martin_slater_directx_10_offers_your_gameplay_nothing.html">less glamorous aspects of DirectX 10</a> &#8211; the 2K Australia lead programmer also discussed the issues facing quality assurance, and how important good QA is:</p>
<blockquote><p>There&#8217;s a nasty trend in the industry right now, QA is not taken seriously enough. It&#8217;s not a career for people, it&#8217;s a step up for people coming out of AIE [Academy of Interactive Entertainment], coming out of Qantm, coming out of wherever. Their first taste of the games industry is a stint in QA for six months on 15 bucks an hour, [where they] knock out some bugs until they&#8217;ve been known and hopefully chat it up with a few of the other people and get a job.</p></blockquote>
<p>According to Slater, QA needs to be taken seriously, not only as a crucial aspect of development, but a career as well. Currently, it&#8217;s perceived as a rung on the ladder to a &#8220;better&#8221; position &#8211; one that has nothing to do with QA.</p>
<p>More from Slater after the jump.<span id="more-267783"></span><br />
<blockquote>As an industry, we need to start promoting the idea of career QA development and that means increases wages and increasing the respect QA get. And that respect will come with the professionalism that actually comes with it being a career.</p></blockquote>
<p>It&#8217;s sad to think QA is not considered a serious career choice. I can imagine testing for bugs all day, playing the same game over and over again, would quickly make you want to play Russian Roulette with a gun that has bullets in every chamber.</p>
<p>Slater wants to change this perception.</p>
<blockquote><p>These people are there to save our arses &#8230; we shouldn&#8217;t be writing stuff that we expect to be failed in QA. They are there as the shit kickers at the back &#8211; they catch the crap. They can save your life if you treat them nicely.</p></blockquote>
<p>Slater feels the solution is to provide those in QA with options &#8211; a light at the end of the tunnel, something to work towards.</p>
<p>And money.</p>
<blockquote><p>It&#8217;s a big problem in the industry, and it&#8217;s just an underappreciated, undervalued and underfinanced area. We need that kind of people and a career path though QA so people stay there &#8211; we don&#8217;t just lose the experience &#8230; and have to get fresh people in again.</p></blockquote>
<p>Martin Slater &#8211; telling us how it is. If only others developers were so honest and open about the real problems facing the industry.</p>
<p>Oh, and Martin: Where&#8217;s your developer profile dude? Inquiring minds want to know if you have a <a href="http://www.kotaku.com.au/games/2007/11/2k_australia_gets_new_website.html">love of ye olde furniture too&#8230;</a></p>
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		<title>2K Australia&#8217;s Martin Slater: &#8220;DirectX 10 Offers Your Gameplay Nothing&#8221;</title>
		<link>http://www.kotaku.com.au/2007/11/2k_australias_martin_slater_directx_10_offers_your_gameplay_nothing/</link>
		<comments>http://www.kotaku.com.au/2007/11/2k_australias_martin_slater_directx_10_offers_your_gameplay_nothing/#comments</comments>
		<pubDate>Tue, 20 Nov 2007 22:45:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[directx 10]]></category>
		<category><![CDATA[game connect]]></category>
		<category><![CDATA[martin slater]]></category>
		<category><![CDATA[microsoft]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/2k_australias_martin_slater_directx_10_offers_your_gameplay_nothing.html</guid>
		<description><![CDATA[I was fortunate enough to sit in on Martin Slater&#8217;s BioShock post-mortem down at Game Connect last weekend.
With hands firmly clenching his speaker podium, Slater held his ground against a steady bombardment of questions on BioShock. I found his experiences working with Microsoft&#8217;s DirectX 10 the most interesting, so I&#8217;ve replicated them here from data [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="bs_helmet.jpg" src="http://media.kotaku.com.au/mt/2007/11/21/bs_helmet.jpg" width="252" height="232" class="left" />I was fortunate enough to sit in on Martin Slater&#8217;s <i>BioShock</i> post-mortem down at Game Connect last weekend.</p>
<p>With hands firmly clenching his speaker podium, Slater held his ground against a steady bombardment of questions on <i>BioShock</i>. I found his experiences working with Microsoft&#8217;s DirectX 10 the most interesting, so I&#8217;ve replicated them here from data carefully extracted from my voice recorder:</p>
<blockquote><p>[DirectX 10] offers your gameplay nothing &#8230; DirectX 10, probably for the next three, four, five years is not important to you. Microsoft are going to tell you everything under the sun differently. Everybody under the sun is going to tell you differently.</p></blockquote>
<p>I&#8217;m not sure it offers your visuals anything either, judging from Crysis and its <a href="http://www.kotaku.com.au/games/2007/10/crysis_can_totally_fake_direct3d_10_in_windows_xp.html">configuration file silliness</a>.</p>
<p>DirectX 10 isn&#8217;t all bad though &#8211; hey, Microsoft didn&#8217;t go to all that trouble for nothing:</p>
<blockquote><p>You&#8217;ve got the business side and you&#8217;ve got the games side. The games side, you want to minimise the technology because you want to maximise the amount of time you spend interacting with game design. DirectX 10, for all your game programmers, is a beautiful place.</p></blockquote>
<p>I can&#8217;t help but agree with Slater. I also think people need to start understanding that DirectX 10 and Direct3D 10 are two different things &#8211; one is a collection of APIs, while the other is one of those APIs.<span id="more-267438"></span></p>
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		<title>2K Australia Gets New Website</title>
		<link>http://www.kotaku.com.au/2007/11/2k_australia_gets_new_website/</link>
		<comments>http://www.kotaku.com.au/2007/11/2k_australia_gets_new_website/#comments</comments>
		<pubDate>Tue, 20 Nov 2007 00:45:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[2k australia]]></category>
		<category><![CDATA[2k boston]]></category>
		<category><![CDATA[2k games]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[irrational]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/2k_australia_gets_new_website.html</guid>
		<description><![CDATA[It&#8217;s just a shame that 2KAustralia.com looks almost identical to 2KBoston.com &#8211; but that&#8217;s to be expected.
At least they&#8217;re separate.
Both sites are light on features, however, the Oz version has gone to the trouble of adding a nice section with bios for some of the guys from the Canberra studio. For example, Jon Chey wrote [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="2kaus.jpg" src="http://media.kotaku.com.au/mt/2007/11/20/2kaus.jpg" width="240" height="223" class="left"/>It&#8217;s just a shame that <a href="http://www.2kaustralia.com">2KAustralia.com</a> looks almost identical to <a href="http://www.2kboston.com">2KBoston.com</a> &#8211; but that&#8217;s to be expected.</p>
<p>At least they&#8217;re separate.</p>
<p>Both sites are light on features, however, the Oz version has gone to the trouble of adding a <a href="http://www.2kaustralia.com/crew.php">nice section with bios</a> for some of the guys from the Canberra studio. For example, Jon Chey wrote just five lines of code for <i>Terra Nova</i>. He also has a secret love of &#8220;18th century English Rococo chairs&#8221;. Certainly news to me.</p>
<p><a href="http://www.2kaustralia.com">2K Australia</a> [Official site, via <a href="http://www.sumea.com.au/snews.asp?news=3662">Sumea</a>]<span id="more-267381"></span></p>
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