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<channel>
	<title>Game Closure</title>
	<atom:link href="http://gameclosure.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://gameclosure.com</link>
	<description></description>
	<lastBuildDate>Mon, 02 Apr 2012 23:12:52 +0000</lastBuildDate>
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		<item>
		<title>Happy Pi Day!</title>
		<link>http://gameclosure.com/2012/03/14/happy-pi-day/</link>
		<comments>http://gameclosure.com/2012/03/14/happy-pi-day/#comments</comments>
		<pubDate>Wed, 14 Mar 2012 22:24:08 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gameclosure.com/?p=266</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameclosure.com/wp-content/uploads/2012/03/photo-1-e1331763806565.jpg"><img src="http://gameclosure.com/wp-content/uploads/2012/03/photo-1-e1331763806565-225x300.jpg" alt="" title="Pi " width="225" height="300" class="alignnone size-medium wp-image-267" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Closure Game Night</title>
		<link>http://gameclosure.com/2011/12/16/game-closure-game-night/</link>
		<comments>http://gameclosure.com/2011/12/16/game-closure-game-night/#comments</comments>
		<pubDate>Fri, 16 Dec 2011 19:30:00 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gameclosure.com/?p=225</guid>
		<description><![CDATA[The Resistance is serious business. &#160; &#160; &#160;]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/Lone-Oak-IBCRES1-The-Resistance/dp/B0043T4C6C/ref=sr_1_1?ie=UTF8&amp;qid=1324063848&amp;sr=8-1">The Resistance</a> is serious business.</p>
<p>&nbsp;</p>
<p><a href="http://gameclosure.com/wp-content/uploads/2011/12/327342_1452289625225_1172790337_31158059_1979357028_o.jpg"><img class="alignnone  wp-image-226" title="327342_1452289625225_1172790337_31158059_1979357028_o" src="http://gameclosure.com/wp-content/uploads/2011/12/327342_1452289625225_1172790337_31158059_1979357028_o.jpg" alt="Game Night " width="600" height="400" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Closure Welcomes Creator of TankWorld</title>
		<link>http://gameclosure.com/2011/12/15/game-closure-welcomes-creator-of-tankworld/</link>
		<comments>http://gameclosure.com/2011/12/15/game-closure-welcomes-creator-of-tankworld/#comments</comments>
		<pubDate>Thu, 15 Dec 2011 22:27:42 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gameclosure.com/?p=216</guid>
		<description><![CDATA[Arno van der Vegt first caught Game Closure&#8217;s eye when the beautiful 3D ...]]></description>
			<content:encoded><![CDATA[<p>Arno van der Vegt first caught Game Closure&#8217;s eye when the beautiful 3D HTML5 game <a href="http://www.chromeexperiments.com/detail/tankworld/">TankWorld</a> hit Hacker News in early 2011. When we discovered that TankWorld was a one-man job, built by Arno in his spare time in the Netherlands, we knew we had to meet him. We are happy to announce that Arno is bringing his talents to Game Closure&#8217;s American offices as a full-time engineer. Welcome aboard, Arno!</p>
<div id="attachment_218" class="wp-caption alignnone" style="width: 345px"><a href="http://gameclosure.com/wp-content/uploads/2011/12/arno_photo.png"><img class=" wp-image-218 " title="Arno" src="http://gameclosure.com/wp-content/uploads/2011/12/arno_photo.png" alt="welcome Arno!" width="335" height="448" /></a><p class="wp-caption-text">Welcome Arno!</p></div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Pop Star Defense alpha and blog</title>
		<link>http://gameclosure.com/2011/10/25/pop-star-defense-alpha-and-blog/</link>
		<comments>http://gameclosure.com/2011/10/25/pop-star-defense-alpha-and-blog/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 00:47:09 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gameclosure.com/?p=201</guid>
		<description><![CDATA[Our Pop Star Defense team has started blogging at popstardefense.com/blog. Be sure to ...]]></description>
			<content:encoded><![CDATA[<p>Our Pop Star Defense team has started blogging at popstardefense.com/blog. Be sure to check it out for a code to access the first public alpha of the game.</p>
]]></content:encoded>
			<wfw:commentRss>http://gameclosure.com/2011/10/25/pop-star-defense-alpha-and-blog/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Stateless oAuth 2.0 Service</title>
		<link>http://gameclosure.com/2011/08/19/stateless-oauth-2-0-service/</link>
		<comments>http://gameclosure.com/2011/08/19/stateless-oauth-2-0-service/#comments</comments>
		<pubDate>Fri, 19 Aug 2011 09:18:10 +0000</pubDate>
		<dc:creator>michaelhenretty</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.gameclosure.com/?p=138</guid>
		<description><![CDATA[A flexible oAuth 2.0 consumer service should allow programmers to store data about ...]]></description>
			<content:encoded><![CDATA[<p>A flexible oAuth 2.0 consumer service should allow programmers to store data about clients requesting authentication. This allows programmers using the authentication service to do things like serving clients at multiple domains, which would require storing a callback URL for each oAuth request. Typically, this would mean storing client state on the oAuth consumer server in a session object native to a server-side scripting language (i.e. in Python, PHP or Ruby), or in a database like MySQL or MongoDB, or even just in a file somewhere on the server. Client data is usually indexed by a unique ID that is stored in a cookie or passed as a local state parameter through the oAuth flow.</p>
<p>Server storage is a solution for tracking client state, but it is not an elegant one. Why write and maintain a web service if you can store state client side in a browser cookie?  This is easier, but the problem with this approach is that your program is not guaranteed to have access to cookies in every browser. For example, an end user might have cookie permissions turned-off by default.</p>
<p>This is where stateless oAuth comes in to the picture. Stateless oAuth flow allows us the ease of client-side data storage for client specific information without relying on the availability of browser cookies. The local state parameter in oAuth 2.0 is designed for precisely this use case, but unfortunately it is not supported by the most popular oAuth providers today, including Facebook.</p>
<p>But if we are passing a redirect URL in the oAuth specification anyway, then why not just encode client state in a URL parameter if it is small enough to fit?  This solution works well except for the fact that many special characters are disallowed in the redirect_uri parameter specification, most notably percent &#8220;%&#8221; and slash &#8220;/&#8221;. This limitation makes it very hard to put a nested callback URL as a query string parameter of the redirect URL. The most often cited solution here is to base64 encode client state using a file system encoding scheme to avoid getting another slash &#8220;/&#8221;, and then append it as a query string parameter to the redirect URL. When the client gets redirected back to the authentication service from the oAuth provider site, we can decode the client state from the query string.</p>
<p>Unfortunately there is another problem with this solution. When a string is base64 encoded, often times equal signs &#8220;=&#8221; are appended as padding characters to normalize the length of the encoded strings, and the equal sign is also an illegal character in the redirect_uri parameter. There are a few ways around this. You can replace these equal signs with a valid redirect_uri character, like perhaps an underscore &#8220;_&#8221;. Alternatively you can strip away the equal signs before starting the oAuth flow and then add them back once the client returns from the oAuth provider site. Since the amount of padding characters needed is determined solely by the length of the encoded string, adding the characters back is trivial, and might look something like this:</p>
<pre>
cb_url += "=" * ((4 - len(cb_url) % 4) % 4)
cb_url = base64.b64decode(cb_url)
</pre>
<p>Until mainstream oAuth providers support local state, base64 encoding local state into a redirect URL parameter is the best way to avoid storing client state on the server. With only a few lines of client-side code, stateless oAuth is an elegant way to store client data without relying on cookie access or writing and maintaining an extra server-side service.   </p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Pop Star Defense Preview Video</title>
		<link>http://gameclosure.com/2011/05/11/pop-star-defense-preview-video-2/</link>
		<comments>http://gameclosure.com/2011/05/11/pop-star-defense-preview-video-2/#comments</comments>
		<pubDate>Wed, 11 May 2011 09:07:08 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.gameclosure.com/?p=127</guid>
		<description><![CDATA[This video shows off a little something we&#8217;ve been working on for Google ...]]></description>
			<content:encoded><![CDATA[<p>This video shows off a little something we&#8217;ve been working on for Google I/O over the past month or so:</p>
<p><iframe width="560" height="349" src="http://www.youtube.com/embed/8KACnnquQRo" frameborder="0" allowfullscreen></iframe></p>
<p>There&#8217;s a lot of work that has been done on the game since this video, but it gives you a flavor of what we&#8217;re up to. I&#8217;m falling in love with our partner band &#8211; Red Card Royale. Too bad they aren&#8217;t still together. </p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Deterministic Delta-tee in JS Games</title>
		<link>http://gameclosure.com/2011/04/11/deterministic-delta-tee-in-js-games/</link>
		<comments>http://gameclosure.com/2011/04/11/deterministic-delta-tee-in-js-games/#comments</comments>
		<pubDate>Mon, 11 Apr 2011 17:40:31 +0000</pubDate>
		<dc:creator>carter</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.gameclosure.com/?p=111</guid>
		<description><![CDATA[The Basics Games are generally driven by a timer or loop, where a ...]]></description>
			<content:encoded><![CDATA[<div><strong>The Basics</strong><br />
<span style="line-height: 24px;"> </span></div>
<div>
<p>Games are generally driven by a timer or loop, where a &#8220;tick&#8221; function is called as often as the screen repaints, or, failing that, as often as possible given CPU constraints. The classic game loop looks something like this:</p>
<pre class="prettyprint lang-js">
while (isRunning) {
    var dt = now - last;
    last = now;
    tick(dt);
    render();
}
</pre>
<p>The core idea here is to normalize the simulation speed to actual real-world time rather than however many times the runtime can call tick for a given time interval.  Your computer might be faster than mine and call tick many more times each second, but our game speed should be identical.  Each iteration the tick function will advance the game simulation forward by however many milliseconds have passed since the last time the loop was executed.  For example, actors in the simulation will move further in a tick when the dt is higher. The frame rate is then determined by how quickly the loop can execute, which is in turn determined by the complexity of the tick and render functions, as well as the speed of the cpu. But the simulation is ultimately driven by wall time, not CPU time, so even at lower frame rates, the game advances time in accordance with the way that we experience it.</p>
<p>In JavaScript, of course, the timer is generally not powered by a simple loop, but by a callback attached to setTimeout. This allows the browser to update native UI, dispatch input events, and handle interactions with the network between steps.</p>
<pre class="prettyprint lang-js">
var now, last = + new Date;
function step() {
    now = + new Date;
    dt = now - last;
    tick(dt);
    render();
    setTimeout(step, 0);
}
setTimeout(step, 0);
</pre>
<p>Keep in mind that there is a new way to do this, <a href="http://dev.chromium.org/developers/design-documents/requestanimationframe-implementation">requestAnimationFrame</a> (and <a href="https://developer.mozilla.org/en/DOM/window.mozRequestAnimationFrame">Mozilla docs</a>) which allows the step function to be driven by the screen refresh rate rather than an arbitrary timer.</p>
<p><strong>Complications</strong></p>
<p>While this game loop is easy to understand and generally works, it is very easy to make mistakes. For instance, a typical collision detection formula will update the position of each actor, then check for collisions. But if the frame rate drops and the dt is high, then it might be that an actor has entirely skipped over a wall. There are many physics engines that have various mathematical models for dealing with these issues, but many simple game libraries don&#8217;t have a solution.</p>
<p>A more serious problem with this kind of game loop is that of deterministic simulations. I&#8217;ve played many tower defense games in flash and html5 that run slightly differently every time I play. Flash Element Tower Defense, for instance, was the first popular tower defense game on the web, and it played slightly differently every time. There was a particular tower you needed to build in a particular spot on the first level in order to get one of the top scores, but sometimes it just didn&#8217;t work &#8212; a creep or two would get by and you&#8217;d have to start over. The reason for this was that the frame rate would drop, and one of the creeps would jump just past the edge of your tower&#8217;s range in a single step. No one really thought much of this, except for notes of caution in various game walkthroughs that getting a high score was essentially random depending on how well your cpu performed on that first level.</p>
<p style="text-align: center;"><img src="/wp-content/uploads/2011/04/flash_element_td.png"></img></p>
<p>This is even more of a serious problem in multiplayer games when the simulation needs to run exactly the same on two remote clients.</p>
<p><strong>A Solution</strong></p>
<p>One solution we use at Game Closure is to normalize the simulation step size by running it independently of the render call. We choose a &#8220;fixed dt&#8221;, such as 10ms, and we only ever call tick with that 10ms. You can imagine that the dt each iteration will usually be much higher than that, so the game loop may need to call the tick function multiple times.</p>
<pre class="prettyprint lang-js">
var STEP_SIZE = 10;

var now, last = + new Date;
var dtBuffer = 0;
function step() {
    now = + new Date;
    dt = now - last;
    dtBuffer += dt;
    while (dtBuffer &gt;= STEP_SIZE) {
        tick(STEP_SIZE);
        dtBuffer -= STEP_SIZE;
    }
    render();
    setTimeout(step, 0);
}
setTimeout(step, 0);
</pre>
<p>The code above should allow for a normalized simulation every single time the game is played, independent of the frame rate. If we get 2 frames a second, then the two calls to step with 500 ms dt will each result in a total of 100 calls to tick(10) with the above code, just as 50 frames a second will result in 50 calls to step with 20 ms each, and still 100 calls to tick(10).</p>
<p><strong>A Caution</strong></p>
<p>The bottleneck in games is generally on the render() call, not the tick() call, and it&#8217;s fine to have multiple tick calls each frame. However, when calls to tick(STEP_SIZE) start taking more time to complete than STEP_SIZE itself, the simulation will fall hopelessly behind. It&#8217;s important to benchmark the average time it takes to complete a tick call on entry-level hardware so that you can properly adjust your STEP_SIZE to fit. Generally speaking you should keep the STEP_SIZE at 15ms or below, as this can allow you to still run at 60+ fps. If you were to choose a STEP_SIZE of 50ms you would only ever be able to change the simulation state a maximum of 20 times a second, and so you&#8217;d only be able to draw 20 unique frames of animation a second.</p>
</div>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Solving the Screen Size Problem with HTML5</title>
		<link>http://gameclosure.com/2011/04/04/solving-the-screen-size-problem-with-html5/</link>
		<comments>http://gameclosure.com/2011/04/04/solving-the-screen-size-problem-with-html5/#comments</comments>
		<pubDate>Mon, 04 Apr 2011 09:58:44 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.gameclosure.com/?p=59</guid>
		<description><![CDATA[Platform fragmentation is a big problem for modern app developers. They can either ...]]></description>
			<content:encoded><![CDATA[<p>Platform fragmentation is a big problem for modern app developers. They can either choose one platform to target and miss out on the majority of the market or target multiple platforms and watch the length of their development timeline multiply, too. Fortunately, there is relief for the sufferers of fragmentation disease in the form of HTML5. HTML5 offers a common, standardized API that developers can target to ensure their apps run on a large and growing number of laptop, desktop, and mobile devices.</p>
<p>But HTML5 will not automatically solve every problem of platform fragmentation. Any developer targeting multiple devices knows that handling multiple resolutions can turn into a long and annoying chore. Resolutions vary widely across common devices used for casual gaming as we see in the chart below.</p>
<table>
<tbody>
<tr>
<td>Facebook</td>
<td>760 x any</td>
</tr>
<tr>
<td>Chrome Web Store</td>
<td>any</td>
</tr>
<tr>
<td>iPad</td>
<td>1024 x 768</td>
</tr>
<tr>
<td>Motorola Atrix</td>
<td>960 x 540</td>
</tr>
<tr>
<td>HTC Droid Incredible</td>
<td>480 x 800</td>
</tr>
<tr>
<td>Droid 2</td>
<td>480 x 854</td>
</tr>
<tr>
<td>HTC Aria</td>
<td>320 x 480</td>
</tr>
<tr>
<td>Nexus One</td>
<td>480 x 800</td>
</tr>
<tr>
<td>iPhone 3g</td>
<td>480 x 320</td>
</tr>
<tr>
<td>iPhone 4</td>
<td>960 x 640</td>
</tr>
</tbody>
</table>
<p>Supporting multiple resolutions can be tedious, but there are a number of strategies to minimize the ammount of duplication of effort between devices of different resolutions.</p>
<p><strong>MVC</strong></p>
<p>An MVC design pattern (Model, View, Controller) keeps game display code separate from game logic and data. This is a first step in reducing the lines of code affected by a change in screen dimensions. At the most basic level a developer can write a separate view for each supported resolution. Further code reuse can be achieved by using parameterized views that make use of screen size constants stored in a JSON object.</p>
<p><script src="https://gist.github.com/900987.js"> </script></p>
<p>Let&#8217;s walk through an example of how I would use this approach to resize an app, starting with a 320 x 480 app written with the iPhone&#8217;s dimensions in mind.</p>
<p>At 640 x 960, the iPhone 4&#8242;s dimensions are exactly double that of previous iPhones. So we can simply scale up the app&#8217;s dimensions by two and include double-resolution images. This is the default approach taken by Apple on the iOS platform.</p>
<p>The iPad has a resolution of 768 x 1024 which is also a good size for apps on the Chrome web store. This means the iPad has an aspect ratio of 3:4, so a simple scaling from the iPhone&#8217;s 2:3 aspect ratio will not work in this case. Moreover, scaling would involve yet another version of our image files. A better approach is aligning the iPhone 4-sized app to the lower left corner and then filling the extra pixels along the top and right margins with border art, branding, widgets (e.g. game clock), or in-game advertisements.</p>
<p><a href="/wp-content/uploads/2011/04/ipad_iphone.png"><img class="alignnone size-full wp-image-96" title="ipad_iphone" src="/wp-content/uploads/2011/04/ipad_iphone.png" alt="" width="450" height="338" /></a></p>
<p>Many popular Android phones share a 480 x 800 resolution, giving them a 3:5 aspect ratio. Scaling up our original app by 1.5x gives an app of 480 x 720. I center this on the Android screen and add an artistic border on both sides.</p>
<p><a href="/wp-content/uploads/2011/04/iphone_android.png"><img class="alignnone size-full wp-image-97" title="iphone_android" src="/wp-content/uploads/2011/04/iphone_android.png" alt="" width="450" height="271" /></a></p>
<p>Lastly, we have a Facebook iframe app, which is 760px wide and as high as the developer desires. I would make this 480px high and use the 1.5 scale app again, centering it horizontally and filling the smaller margins with an artistic border.</p>
<p><strong>Game Mechanics</strong></p>
<p>Some games adapt naturally to multiple devices. Games with tiled maps, scrolling or camera views can simply use zooming or cropping to fit the view to the screen. We have to be careful about multiplayer balance if a larger visual range gives one player an advantage over another, but for a single player RPG or a turn-based game it does not really matter. Zooming is a UI convenience for the player when dealing with panning a smaller viewport across a larger world.</p>
<p><strong>Layout Choices</strong></p>
<p>It is helpful to layout the size and position of UI widgets using something other than absolute coordinates i.e. specifying offsets from the parent element in either pixels, some resolution-independent grid or point system, or percentages. This layout model draws inspiration from the familiar box model used in CSS. Many software frameworks use a resolution-independent point-based grid system rather than working in pure physical pixels. For example, in iOS a layout &#8220;point&#8221; is equal to one pixel on iPhone 3 but four pixels on the higher resolution iPhone 4 retina displays. The developer only has to include higher resolution images to take advantage of the more dense displays on the iPhone 4.</p>
<p>There is no way to automatically adapt a game to all possible screen sizes, but good design makes it much easier.</p>
<p>What techniques do you use to support multiple resolutions?  Do you have suggestions for other developers?  Let us know in the comments!</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Game Closure is Hiring</title>
		<link>http://gameclosure.com/2011/03/08/game-closure-is-hiring-2/</link>
		<comments>http://gameclosure.com/2011/03/08/game-closure-is-hiring-2/#comments</comments>
		<pubDate>Tue, 08 Mar 2011 00:19:29 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.gameclosure.com/?p=44</guid>
		<description><![CDATA[Game Closure is hiring developers interested in changing the face of the web ...]]></description>
			<content:encoded><![CDATA[<p>Game Closure is hiring developers interested in changing the face of the web and mobile gaming market. Candidates should have expertise in two or more of the following areas: JavaScript/HTML5, game development, OpenGL ES2, iOS, Android, 2D/3D game artwork, and real-time networking (Eventlet is great). Contact jacob at game closure to be considered. Please include examples of your work. </p>
<p>Our grand vision is to make it as easy to write a multi-platform, multiplayer game as it is to write a single player game, and to do it all in JavaScript using HTML5 APIs. The web portion of our game SDK will be open source, and maybe more of the project depending on what makes sense. We think that&#8217;s pretty cool. If you agree then drop us a line. </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The SSE Experience</title>
		<link>http://gameclosure.com/2011/02/14/the-sse-experience/</link>
		<comments>http://gameclosure.com/2011/02/14/the-sse-experience/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 05:26:09 +0000</pubDate>
		<dc:creator>jacoblyles</dc:creator>
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		<description><![CDATA[GameClosure was accepted into Stanford&#8217;s SSE Labs startup accelerator program for the Spring ...]]></description>
			<content:encoded><![CDATA[<p>GameClosure was accepted into Stanford&#8217;s <a href="http://techcrunch.com/2010/06/10/sse-labs/">SSE Labs</a> startup accelerator program for the Spring of 2011! We are thrilled to be one of the 5 companies accepted after a tough application process out of the 65 that applied this round. After meeting the other startup founders, the selectivity of the program is apparent in the high quality of the people working with us.</p>
<p>SSE Labs is inspired by the YCombinator seed accelerator model. It gives aspiring startups with a Stanford connection resources to grow their companies including office space, experienced mentors, and a growing alumni network. But SSE is not a copycat of YC. One major difference is that SSE doesn&#8217;t take equity in its companies which leaves them with the flexibility to pursue other incubator and funding opportunities as well. Two YC companies with Stanford connections are working at the SSE space and serving as mentors to SSE companies, <a href="http://crowdbooster.com/">CrowdBooster</a> and <a href="http://www.hyperinkpress.com/">Hyperink</a>. </p>
<p>The most tangible benefit of joining SSE is our new office space. The team had outgrown our old office &#8211; a cramped basement space in downtown Palo Alto with a spastic climate control system. Now we are graciously provided with free desks by AOL in their spacious new building off of Page Mill road. AOL&#8217;s offices come complete with all the expected web 3.0 workspace amenities: pool tables, beer kegs, espresso machines, white board walls, and room to stretch without poking each other in the eye.</p>
<div id="attachment_12" class="wp-caption alignnone" style="width: 412px"><a href="/wp-content/uploads/2011/02/the_team_sm.jpg"><img class="size-full wp-image-12 " title="the_team_sm" src="/wp-content/uploads/2011/02/the_team_sm.jpg" alt="Working in the code mines" width="402" height="300" /></a><p class="wp-caption-text">Fire code violation? </p></div>
<div id="attachment_13" class="wp-caption alignnone" style="width: 412px"><a href="/wp-content/uploads/2011/02/the_team_hdr_sm.jpg"><img class="size-full wp-image-13" title="the_team_hdr_sm" src="/wp-content/uploads/2011/02/the_team_hdr_sm.jpg" alt="Sunlight!" width="402" height="300" /></a><p class="wp-caption-text">You&#39;ve got sunlight!</p></div>
<p>While the creature comforts are nice, the most valuable part of the office is collaboration with the other startups teams. Every Thursday evening all the teams come to the office to work concurrently. This week we gave feedback on the pitches of the previous batch of companies as they prepared for the upcoming Demo Day. Not all of the companies are ready to come out of stealth mode so I won&#8217;t describe their ventures in great detail. The breadth of the markets the startups address is impressive spanning devices for the blind, a clever new take on iPhone games, financial planning products for underserved demographics, and a <a href="http://www.econlib.org/library/Essays/hykKnw1.html">Hayekian</a> take on a social Q&amp;A site. About half of the companies in the previous batch have some sort of hardware or wetware component.</p>
<p>SSE&#8217;s mission to serve the entire student body of Stanford draws brilliant founders from all over the engineering spectrum. It&#8217;s a refreshing break from flavor-of-the-week clones that dominate the valley.</p>
<p>SSE also connects startups to experienced mentors and investors. In the first week of the program we were given the opportunity to hone our pitch in a private meeting with a representative from a well-known VC firm. It would take many hours spent away from coding for a startup to duplicate the connections that SSE provides for free.</p>
<p>In the coming week we will be attending the previous class&#8217;s demo day, choosing an SSE mentor, and getting a visit from the founder of Shopkick. Of course, there will also be plenty of time hacking away on the Game Closure platform.</p>
<div id="attachment_42" class="wp-caption alignnone" style="width: 412px"><a href="/wp-content/uploads/2011/02/logos.jpg"><img src="/wp-content/uploads/2011/02/logos.jpg" alt="Think of what clever phrases in alt-text does to your accessibility" title="logos" width="402" height="300" class="size-full wp-image-42" /></a><p class="wp-caption-text">good company</p></div>
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