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		<title>Lighting Improvements in Madden NFL 11</title>
		<link>http://www.thesportsgameguy.com/1-football/1-madden-football/lighting-improvements-in-madden-nfl-11/</link>
		<comments>http://www.thesportsgameguy.com/1-football/1-madden-football/lighting-improvements-in-madden-nfl-11/#comments</comments>
		<pubDate>Sun, 04 Jul 2010 02:40:49 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
				<category><![CDATA[Featured Posts]]></category>
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		<description><![CDATA[Lighting Artist for EA Sports Patrick Cowan  has posted a new blog detailing Lighting Improvements happening for Madden NFL 11.  Check it out below. I&#8217;m Patrick Cowan, Lighting Artist for EA Sports in Orlando. In the article that follows, I will be sharing a few of the exciting improvements to our lighting approach in Madden [...]]]></description>
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			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Flighting-improvements-in-madden-nfl-11%2F">
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			</a>
		</div>Lighting Artist for EA Sports Patrick Cowan  has posted a new <a href="http://maddennfl.easports.com/blog.action?blogId=LightingImprovements" target="_blank">blog</a> detailing Lighting Improvements happening for Madden NFL 11.  Check it out below.

<span id="more-4753"></span>

I&#8217;m Patrick Cowan, Lighting Artist for EA Sports in Orlando. In the  article that follows, I will be sharing a few of the exciting  improvements to our lighting approach in Madden NFL 11, with a focus on  increased broadcast fidelity.

Some of the more dramatic examples of these changes can be seen in  our night games and dome stadiums, so much of what follows will address  those game settings. Due to the fact that both settings are lit primary  by artificial light sources, they present unique challenges to the  artist.

<strong>Stadiums</strong>

One of the ways we pushed for increased broadcast integrity was in  the lighting of our stadiums. Previously our night and dome stadiums  were lit for maximum visibility of the crowd and thus were not  consistent with typical broadcast camera exposures. In Madden 11 we  attempted to better emulate how stadiums appear when the exposure is set  for the action on the field. Using a variety of reference material, we  attempted to closely approximate the patterns of light and shadow unique  to the individual stadiums.

In real world photography, the light and dark values of a subject can  vary considerably from shot to shot depending on the exposure settings.  In Madden NFL we are working with one universal exposure, so it was  necessary to create a unified look which works across the board,  regardless of which of our hundreds of animated cameras is active. The  end result is night and dome stadiums which have considerably more  contrast and shape to the lighting than in previous versions of the game  and tonal values for the crowd which prevent it from visually competing  with the action during game play.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/01_ravens_night_Photo.jpg" alt="" />

<em>Photo Reference of M &amp; T Bank Stadium</em>

<em> </em>

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/02_ravens_night_M10.jpg" alt="" />

<em>M &amp; T Bank Stadium in Madden NFL 10</em>

<strong> </strong>

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/03_ravens_night_M11.jpg" alt="" />

<em>M &amp; T Bank Stadium in Madden NFL 11</em>

<em> </em>

In the Madden NFL 11 example above, you&#8217;ll notice a more dramatic  shadow-to-light contrast, more shape and depth to the lighting, and a  visual presentation which is truer to the photographic and broadcast  appearance of the actual stadium.

<strong>Stadium Lights</strong>

Another change to our lighting is the appearance of our stadium  lights. In photography, when a light source is in the field of view of  the camera (or directly on the perimeter) it interacts with the lens to  create flaring effects. These effects can take various forms, such as  starbursts, circles or rings.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/04_LightsFlare_Photo.jpg" alt="" />

<em>A photo example of lens flare with starburst patterns</em>

<em> </em>

In Madden NFL 11 we reworked this effect for all of our stadiums. Our  stadium lights are now brighter and feature starburst patterns. This  effect interacts with the animation of the camera, creating lens  distortions which shift dynamically in real time as the camera moves or  zooms.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/05_Saints_M10.jpg" alt="" />

<em>Stadium Lights in Madden NFL 10</em>

<em> </em>

In the above image from Madden NFL 10, you&#8217;ll notice the flares  around the stadium lights appear circular and uniform in size. Compare  this to the Madden NFL 11 image below:

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/06_Saints_M11.jpg" alt="" />

<em>Stadium Lights in Madden NFL 11</em>

<em> </em>

Notice the flares now form a detailed starburst pattern. As you play  the game, you&#8217;ll observe that as the camera is animated these flares  grow larger in relation to the position of the lens, producing an  interactive effect similar to what we are accustomed to seeing in an  actual broadcast.

<strong>Jumbotrons &amp; Ribbon boards</strong>

Another improvement in Madden NFL 11 is the broadcast-like  representation of the ribbon boards and jumbotrons. A camera has a  limited range of values it can capture, a range which is less than that  of the human eye. When the values of a photographic subject fall outside  of the light or dark extremes of this range, they are interpreted as  uniform areas of minimum or maximum brightness. This can occur across  the three channels which make up digital images &#8211; red, green, and blue  (the three additive primary colors of light) &#8211; or separately in  individual channels.

Self-illuminated objects such jumbotrons often present an  irresolvable challenge to the photographer. If the exposure is set to  accurately view the image featured on the jumbotron, the surrounding  stadium will appear too dark. If the exposure is set for maximum  visibility of the stadium, players or crowd, the image on the jumbotron  will fall outside of the maximum luminance range available to the  camera, resulting in an overly bright image and a loss of detail in the  brightest areas &#8212; an effect referred to as <em>clipping</em> or <em>blow-out.</em>

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/07_steelersJumbo_Photo.jpg" alt="" />

<em>A photo of a jumbotron with clipped values</em>

<em> </em>

In Madden NFL 10, bright light sources such as jumbotrons and ribbon  boards were exposed for maximum visibility, but lacked photographic  authenticity. This year we made an effort to present self-illuminating  objects in a manner more representative of a typical broadcast,  resulting in clipped color channels and a &#8220;blown-out&#8221; look.

<em><img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/08_cowboysJumbo_M10.jpg" alt="" /></em><em> </em>

<em>Jumbotron from Madden NFL 10</em>

<em> </em>

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/09_cowboysJumbo_M11.jpg" alt="" />

<em>Jumbotron from Madden NFL 11</em>

<em> </em>

In the above Madden NFL 11 image, notice how the self-illuminated  objects &#8211; the jumbotron, ribbon boards and signage &#8211; appear to be actual  sources of light, in contrast with how these objects are displayed in  the previous image from Madden NFL 10.

We also paid attention to improving other visual aspects the  scoreboard and signage. In the following image, notice how the extra  lighting detail on the NFL Network sign in the Madden NFL 11 screenshot  (right) makes the sign feel as if it is lit by the light fixtures  directly above and below the sign.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/10_GilletteBoard_Compare.jpg" alt="" />

<em>A comparison of Gillette Stadium scoreboard in Madden NFL 10  (left) vs. Madden NFL 11 (right)</em>

<em> </em>

The following example from Cleveland Browns Stadium displays similar  visual upgrades. Notice how these features work together to enhance  perceived photographic realism in the lower image.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/11_brownsScoreboard_M10.jpg" alt="" />

<em>Browns Stadium scoreboard in Madden NFL10 </em>

<em> </em>

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/12_brownsScoreboard_M11.jpg" alt="" />

<em>Browns Stadium scoreboard in Madden NFL 11 </em>

<em> </em>

<strong>Self-shadows </strong>

<em>Self-shadowing</em> refers to the real-time calculation and  rendering of shadows cast from objects and characters onto themselves  and the geometry with which they interact. Madden NFL 10 was the first  version of Madden to introduce self-shadowing, but the implemented  technology was not without problems. On Madden NFL 11 we reworked our  self-shadow system, resulting in a dramatic improvement in shadow  fidelity. Compare the shadow quality of the two images below,  particularly paying attention to the shadows falling below the featured  character&#8217;s arms onto his chest and the shadows cast from the railing  onto the stairs. The shadows in the Madden NFL 10 image (left) have a  jagged quality. This effect is heightened when seen with movement: the  frame-by-frame redrawing of the jagged shadows produces a distracting  shimmering effect. By revisiting our shadow tech in Madden NFL 11 we  were able to significantly smooth out the shadows, minimizing visual  distraction. This quality upgrade is visible in the image on the right  and is even more dramatically discernable when playing the game.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/13_PreGamePackers_Compare.jpg" alt="" />

<em>A comparison of self-shadow quality from Madden NFL 10 (left) vs.  Madden NFL 11 (right)</em>

The following comparison screenshot from Madden NFL 11 featuring Jets  Coach Rex Ryan further demonstrates how our upgraded self-shadowing  implementation contributes to the improved overall appearance of Madden  NFL 11. In the image on the left, Ryan&#8217;s hat appears ungrounded due to  the lack of self-shadowing. In contrast, notice how the hat in the image  on the right blocks the sunlight, casting a shadow across Ryan&#8217;s face.  The hat now feels as if it is resting solidly on Ryan&#8217;s head.  Additionally, compare the difference in the quality of the shadows cast  from the respective headsets.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/14_RexRyanSelfShad_Compare.jpg" alt="" />

<em>Rex Ryan watching game play, as portrayed in Madden NFL 10 (left)  and in Madden NFL 11 (right)</em>

<em> </em>

Madden NFL 11 is the first version of the game to bring  self-shadowing to games played at night and in dome stadiums. Seeing the  shadows fall from player to player results in the characters appearing  weightier and grounded, and helps integrate the players with their  surroundings.

The comparison below demonstrates how self-shadowing in night and  dome games contributes to increased realism in Madden NFL 11. The left  image from Madden NFL 10 has no self-shadows and consequently feels  ungrounded, while the self-shadowing in the image from Madden NFL 11  (right) facilitates an increased appearance of interactivity between the  players. In game, this allows the action to feel more dynamic, more  alive.

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/15_NightSelfShad_Compare.jpg" alt="" />

<em>A screenshot from a night game in Madden NFL 10, lacking  self-shadows (left), vs. a night shot from Madden NFL 11, displaying our  new self-shadow technique (right)</em>

<em> </em>

<strong>Daytime Lighting</strong>

Our approach to daytime lighting changed dramatically for Madden NFL  11. Again, we pushed for increased broadcast fidelity.

Let&#8217;s revisit the concept of <em>clipping</em>. As stated previously,  clipping occurs when tonal values in an image fall outside of the range  available to the medium. In a typical digital image with an eight bit  color depth, the artist is working with a value range of 0-255 for each  of the three color channels. When values in any of the channels exceed  255, they are interpreted as 255, the maximum brightness available. This  causes the bright areas to appear &#8220;flat&#8221; or even in value. If the  clipping occurs in all three color channels, the clipped area will be  solid white. We are accustomed to seeing this effect in photographs,  movies and broadcast &#8211; our eyes simply read it as &#8220;bright.&#8221;

Examine the white areas in the broadcast screenshot on the left side  of the side-by-side comparison below. The players are shot in direct  sunlight. Notice how the missing color information on the uniforms  produces contiguous white areas. Now compare the image from Madden 10 on  the right, which also portrays the players in direct sunlight. Because  the shading detail is retained on the white uniforms, the screenshot  doesn&#8217;t feel as bright as the photograph.

<strong><img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/16_TitansBills_Compare_M10.jpg" alt="" /></strong><strong> </strong>

<em>A comparison of bright values in direct sunlight as displayed in  broadcast (left) vs. a similar shot in Madden NFL 10 (right)</em>

<em> </em>

Now look at a similar comparison using a screenshot from Madden NFL  11 (below, right). Here we pushed the bright values much higher, leading  to a clipping effect similar to what we see in the reference photo.  Because we see less detail in the brightest areas of the player&#8217;s  uniform, we feel as if we are looking at a player shot in direct  sunlight. As an added benefit of this approach, the player now &#8220;pops off  the screen&#8221; and is easier for our eyes to follow during game play.

<strong><img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/17_TitansBills_Compare_M11.jpg" alt="" /></strong><strong> </strong>

<em>A comparison of bright values in direct sunlight as displayed in  broadcast (left) vs. a similar shot in Madden NFL 11 (right)</em>

<em> </em>

Overall, our goal for Madden NFL 11 lighting was to push contrast,  heighten realism, and integrate some of the distinguishing  characteristics of broadcast to create a more dramatic visual statement  and highly immersive game play. We hope you derive as much enjoyment  from playing the game as we experienced creating it.

Patrick Cowan

Lighter

EA Tiburon

<img src="http://ll-100.ea.com/cem/u/f/GPO/easports.com/madden/Madden11/Lighting/18_steelersScreen_M11.jpg" alt="" /><p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Flighting-improvements-in-madden-nfl-11%2F&amp;title=Lighting%20Improvements%20in%20Madden%20NFL%2011" id="wpa2a_2"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<title>NCAA Football 11 Producer Blog &#8211; Real Assignment AI</title>
		<link>http://www.thesportsgameguy.com/1-football/ncaa-football/ncaa-football-11-producer-blog-real-assignment-ai/</link>
		<comments>http://www.thesportsgameguy.com/1-football/ncaa-football/ncaa-football-11-producer-blog-real-assignment-ai/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 21:23:03 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
				<category><![CDATA[Featured Posts]]></category>
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		<description><![CDATA[The NCAA Team has released a new blog and video covering assignment AI of the Offensive Lineman for various situations.  Check the blog out here and the video below.]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2Fncaa-football%2Fncaa-football-11-producer-blog-real-assignment-ai%2F">
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		</div>The NCAA Team has released a new blog and video covering assignment AI of the Offensive Lineman for various situations.  Check the blog out <a href="http://ncaafootball.easports.com/blog.action?blogId=RealAssignmentAI" target="_blank">here</a> and the video below.

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		<title>Madden NFL 11 Producer Blog &#8211; Game Flow &amp; Game Planning</title>
		<link>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-nfl-11-producer-blog-game-flow-game-planning/</link>
		<comments>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-nfl-11-producer-blog-game-flow-game-planning/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 19:52:27 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
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		<guid isPermaLink="false">http://www.thesportsgameguy.com/?p=4190</guid>
		<description><![CDATA[EA&#8217;s John Taylor brings us a blog about a new major feature in Madden NFL 11.  Check out his blog here.]]></description>
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			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-nfl-11-producer-blog-game-flow-game-planning%2F">
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-nfl-11-producer-blog-game-flow-game-planning%2F&amp;source=MPDamon&amp;style=normal&amp;b=2" height="61" width="50" />
			</a>
		</div>EA&#8217;s John Taylor brings us a blog about a new major feature in Madden NFL 11.  Check out his blog <a href="http://maddennfl.easports.com/blog.action?blogId=gameflow_gameplanning" target="_blank">here</a>.<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-nfl-11-producer-blog-game-flow-game-planning%2F&amp;title=Madden%20NFL%2011%20Producer%20Blog%20%26%238211%3B%20Game%20Flow%20%26%23038%3B%20Game%20Planning" id="wpa2a_6"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<title>Madden 11 Producer Blog &#8211; Dual Stick Control</title>
		<link>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-11-producer-blog-dual-stick-control/</link>
		<comments>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-11-producer-blog-dual-stick-control/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 20:14:42 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
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		<description><![CDATA[As the information continues to flow Madden 11 Animation Guys Jason Danahy and Sean Diehl just posted a great blog on the new Dual Stick Control.  Check it out here.  Leave a comment and let us know your thoughts on the new control. Like a lot of you, I&#8217;ve been playing Madden NFL since I [...]]]></description>
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			</a>
		</div>As the information continues to flow Madden 11 Animation Guys Jason Danahy and Sean Diehl just posted a great blog on the new Dual Stick Control.  Check it out <a href="http://maddennfl.easports.com/blog.action?blogId=DualStick" target="_blank">here</a>.  Leave a comment and let us know your thoughts on the new control.

<span id="more-4181"></span>
<blockquote>Like a lot of you, I&#8217;ve been playing Madden NFL since I was a kid, and  running the ball has always been my favorite part of the game.  I am  very excited with how Dual Stick Control in Madden NFL 11 has turned  out.  It provides more control over the ball carrier than ever before,  and really feel like you are making the moves happen&#8230;not just pressing  a button and hoping for the best.  I am looking forward to seeing all  the amazing</blockquote><p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-11-producer-blog-dual-stick-control%2F&amp;title=Madden%2011%20Producer%20Blog%20%26%238211%3B%20Dual%20Stick%20Control" id="wpa2a_8"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<item>
		<title>Madden NFL 11 &#8211; Super Bowl XLIV &#8211; development blog</title>
		<link>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-nfl-11-super-bowl-xliv-development-blog/</link>
		<comments>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-nfl-11-super-bowl-xliv-development-blog/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 00:57:51 +0000</pubDate>
		<dc:creator>Kev5890</dc:creator>
				<category><![CDATA[Featured Posts]]></category>
		<category><![CDATA[Madden]]></category>
		<category><![CDATA[Recent News]]></category>
		<category><![CDATA[madden 11]]></category>
		<category><![CDATA[producer blog]]></category>

		<guid isPermaLink="false">http://www.thesportsgameguy.com/?p=3800</guid>
		<description><![CDATA[EA Sports just posted the first blog to discuss Madden NFL 11. Check it out by clicking learn more.]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-nfl-11-super-bowl-xliv-development-blog%2F">
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-nfl-11-super-bowl-xliv-development-blog%2F&amp;source=MPDamon&amp;style=normal&amp;b=2" height="61" width="50" />
			</a>
		</div>EA Sports just posted the first blog to discuss Madden NFL 11. Check it out by clicking learn more.
<span id="more-3800"></span>
<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/_ScuyeEVVyg&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/_ScuyeEVVyg&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object><p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-nfl-11-super-bowl-xliv-development-blog%2F&amp;title=Madden%20NFL%2011%20%26%238211%3B%20Super%20Bowl%20XLIV%20%26%238211%3B%20development%20blog" id="wpa2a_10"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<title>FIFA 10 Ultimate Team Producer Blog #3 and Tutorial Video</title>
		<link>http://www.thesportsgameguy.com/4-soccer/fifa-soccer/fifa-10-ultimate-team-producer-blog-3-and-tutorial-video/</link>
		<comments>http://www.thesportsgameguy.com/4-soccer/fifa-soccer/fifa-10-ultimate-team-producer-blog-3-and-tutorial-video/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 21:50:59 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
				<category><![CDATA[Featured Posts]]></category>
		<category><![CDATA[FIFA]]></category>
		<category><![CDATA[Recent News]]></category>
		<category><![CDATA[fifa 10]]></category>
		<category><![CDATA[fifa ultimate team]]></category>
		<category><![CDATA[fut]]></category>
		<category><![CDATA[producer blog]]></category>

		<guid isPermaLink="false">http://www.thesportsgameguy.com/?p=3680</guid>
		<description><![CDATA[Check out EA FIFA Ultimate Team designer Adam Shaikh&#8217;s blog about maintenance of your FUT squad.  Also check out the tutorial video for FIFA Ultimate team which will be releasing soon. Hi everyone,  welcome to blog number three about FIFA 10 Ultimate Team. As an introduction, I’m Adam Shaikh and I’m the Lead Designer on [...]]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F4-soccer%2Ffifa-soccer%2Ffifa-10-ultimate-team-producer-blog-3-and-tutorial-video%2F">
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F4-soccer%2Ffifa-soccer%2Ffifa-10-ultimate-team-producer-blog-3-and-tutorial-video%2F&amp;source=MPDamon&amp;style=normal&amp;b=2" height="61" width="50" />
			</a>
		</div>Check out EA FIFA Ultimate Team designer Adam Shaikh&#8217;s blog about maintenance of your FUT squad.  Also check out the tutorial video for FIFA Ultimate team which will be releasing soon.

<span id="more-3680"></span>
<div>
<blockquote>Hi everyone,  welcome to blog number three about FIFA 10 Ultimate  Team.<!--more-->

As an introduction, I’m Adam Shaikh and I’m the Lead Designer on the  game.  Hopefully you’ve all read the blog that John Shepherd wrote  recently, which dealt with building your Ultimate Team.  If not, <a href="http://www.easportsfootball.co.uk/blogs/offthebench/post/slug/fifa-10-ultimate-team-blog-2-building-your-ultimate-team" target="_self">check it out</a> as it’s got some pretty  cool info.

I’m here to fill you in on a few more details about the game we’ve  been making and you’re all looking forward to. We’re now really close to  finishing and the team have been frantically working at the game,  poking and prodding at its innards to see if it does anything strange.   So far, it’s looking good.

<a href="http://easwweb28.eao.abn-iad.ea.com:9003/wp-content/uploads/team-build_squad-selector_english-x360.jpg" target="_blank"><img title="FIFA  10 Ultimate Team - Squad Selector" src="http://cdn.www.easports.com/static/110.14.5/images/wordpress/team-build_squad-selector_english-x360-300x168.jpg" alt="FIFA 10 Ultimate Team - Squad Selector" width="300" height="168" align="left" /></a>This blog is about maintaining your squad.  Well, since  one of the big things we’re doing this year is allowing you to have  multiple squads, it’s really about maintaining your squads.  Up to 15  squads, in fact.

This is a big point, so I’ll jump into that first.  I know this has  brought up a lot of questions, so I want to go into a little more detail  about it.

We know one thing that players really liked about FUT was building up  squads with particular themes, whether it was an all Spanish squad,  favourite players, tall players, players with great names, a silver  squad etc.  Although this didn’t have a specific gameplay purpose, it  was a fun thing to do. However, since you were limited in the number of  players you could use at any one time, as soon as you wanted to build a  new squad you had to get rid of your old players and all that hard  work.  For this game we’ve not only allowed you to be more free and  creative with squad selections, we’ve given you compelling reasons to  have more than one squad.

The way that multiple squads work is that each one is effectively a  selection from the players you have available (any player in your Club  is considered to be available, and that could be every player in the  game). This means that you can select the same player in more than one  squad. You don’t have to have one player for each squad selection  (indeed, you CAN’T have more than one version of a player).

<a href="http://easwweb28.eao.abn-iad.ea.com:9003/wp-content/uploads/team-build_my-club-1_english-x360.jpg" target="_blank"><img title="FIFA 10  Ultimate Team - My Club" src="http://cdn.www.easports.com/static/110.14.5/images/wordpress/team-build_my-club-1_english-x360-300x168.jpg" alt="FIFA 10 Ultimate Team - My Club" width="300" height="168" align="right" /></a>This allows you to build a number of different squads &#8211;  one to play the really tough games, a reserve selection to play easier  games so you keep your contract upkeep lower, a couple of squads with  different formations you like etc.  And, as you’ve probably read if  you’ve kept up to date with all the blogs, we then have tournaments that  require your squad to meet certain entry requirements in order to play.  These aren’t amazingly specific, but include things like a two-star  team limit, only bronze players or only a few players allowed from any  one country.  I’ve been playing around with this a lot and it’s a game  in itself.  As an example for you to try right now (it’s like  homework!), think of your favourite team, and then think of your  favourite team where every player has to be from a different country. Or  club.

For those of you wondering about other aspects of the Club, like  kits, balls and stadiums, I can also confirm that you’ll be able to use  any of these items that you have put into your Club, which is great when  you have a number of kits you really like!
<h2>Touching on Chemistry</h2>
Whilst we’re discussing squads and squad selections, I’ll also touch  on Chemistry in a bit more detail.  There’ll be another release of  information specifically on Chemistry using examples and such, but I  know that Chemistry was another thing that people loved last year, and  were hoping for some tweaks.

The Chemistry system for the game has been totally overhauled from  last year, both in terms of how it’s calculated and how it’s used. There  are three main areas that will impact you in terms of building  Chemistry:
<ul>
	<li>Players have a graded system for how much they like their  position and formation. Instead of CF players getting nothing for  playing as an ST, they get an almost full bonus. Same with LWB and LB.  In addition, players only get bonuses from formation based upon how much  they like their position, so you can’t put 11 strikers on the pitch and  get really good chemistry because they all like their formation. This  gives you a lot more flexibility in squad building as you can use  players that LIKE but not LOVE a particular position or formation, but  also ensures that you build sensible squads.</li>
	<li>Instead of dividing the team into three sections of defence,  midfield and attack, each formation has a Chemistry network. This links  players to others nearby &#8211; the players that interact most during a  match. For example, in a 4-4-2 formation the RB player has connections  to the RM and one CB player, whilst the RM player links to an ST, a CM  and the RB. This not only creates a more believable set of connections  (when I play, the RM is more important to my RB than my LB for example),  but also creates bigger differences between formations as the  connection maps can be quite different. Some formations rely heavily on a  single player, whilst others are much more evenly spread.</li>
	<li>Players form connections with other players based upon club, league  or nationality instead of just nationality. Although this still means  that you can build a nationality-based squad, or club-based squad it  gives you more options to be a little more individual.</li>
</ul>
<a href="http://easwweb28.eao.abn-iad.ea.com:9003/wp-content/uploads/team-balance_high-chemlow-stars_english-x360.jpg" target="_blank"><img title="FIFA 10  Ultimate Team - Low Stars, High Chemistry" src="http://cdn.www.easports.com/static/110.14.5/images/wordpress/team-balance_high-chemlow-stars_english-x360-300x168.jpg" alt="FIFA 10 Ultimate Team - Low Stars, High Chemistry" width="300" height="168" align="right" /></a>Oh, there’s one more thing. Rather than  everyone on your team getting the same Chemistry ratings when they go  into a match, players will perform differently based upon their  individual Chemistry rating. Actually, it’s based upon a combination of  their Chemistry and the Squad Chemistry. So if the players on the right  of your team have high Chemistry, and the players on the left of your  team have low Chemistry, you’ll feel the difference. The commentators  will also notice the difference and might comment on players that link  particularly well with others, or worry when a player isn’t happy with  their formation or position.
I know it sounds a little complicated, but I think you’ll love it when  you start playing and it’s a lot more intuitive to use than it is to  describe! As an aside, I’ve been building a squad and I’ve got a  sidekick for one of my main players. He’s useless but his purpose in the  team is to make the other player play better.  He gets the ball and  gives it to the main man as he really can’t do much else. He’s one of  those players that we all look at in the real world and wonder why on  earth the manager is picking him…
<h2>Consumables</h2>
Right, so now you’ve built your squad, you want to know what you can  do to maintain it.

Maintaining your squad really consists of making sure they are  eligible to play and that you are getting the most out of them. This  involves contracts, fitness and morale, and training.
<ul>
	<li>As with last year’s game, you use contract items to allow  players to take part in matches. However, when players get to 0  contracts, they are now just ineligible to play in any more games, as  opposed to them leaving your club. Sounds small, but as a person who  lost a few good players last time, it’s been a big relief!</li>
	<li>Fitness and morale can also be managed by using consumable items.  There are items that can increase the fitness or morale of a single  player, and also rarer items that can affect the entire squad. Healing  items also exist which can reduce the length of an injury. One addition  here is an item that can heal any injury type, not just a specific  injury. It’s important not to underestimate the effect of morale and  fitness. I’ve lost more than one game because my supposedly unstoppable  squad is too tired to run. Or the players hate me because I never pick  them…</li>
	<li>Training has also changed dramatically since last year. In a move  that will have some of you cheering in support (yay!), and others  looking a little disappointed (boo!), it is no longer possible to make a  99-rated player. Training is no longer permanent &#8211; it affects the  player in the next game ONLY. In addition, only one training item can be  used on a player at any one time, so you can’t stack them up to make a  player incredibly powerful. These training items come in two forms &#8211;  ones that affect a single attribute and ones that affect all attributes.  This makes use of training a little more tactical and also preserves  the value of players within the game.</li>
</ul>
At this point I can also mention that gameplay modifiers have  been removed from the game. After listening to your comments about them  in last year’s version, we have decided that the best move was to take  them out. Judging from the feedback from last year, we feel that this is  a move that the community will support!
<h2>Backroom Staff</h2>
The last part of squad maintenance that has changed significantly is  the use of staff. This year, only the manager has a contract and can be  added to the squad. All the other staff members just form part of your  club (so you can employ 10 fitness coaches if you want). These staff  members boost the power of a consumable based upon ALL of the relevant  staff. So if you have a lot of Physios, healing items will heal more. If  you have a lot of managers, Contracts will be more effective. This is  done on a percentage basis, so staff members are equally useful on any  item.

Well, that’s some more information for you to digest. I’m sure it  will bring up as many questions as answers. As developers you get to  know the game so intimately it can be difficult to remember what it’s  like for someone to find out about it for the first time. Still, it  won’t be the last piece of information delivered before launch &#8211; there’s  more blogs, articles and information to come. And then there’s the  actual game of course.

See you online!

Adam</blockquote>
</div>
<img style="visibility:hidden;width:0px;height:0px;" border=0 width=0 height=0 src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/bT*xJmx*PTEyNjQ4MDE1NTY4ODEmcHQ9MTI2NDgwMTU1ODQwNiZwPTk1MDcxJmQ9Jmc9MSZvPWM3ZGZjYTczMWJmMjQ3NDdiNGU3/NDc2ZjdjZTQ*NmIxJm9mPTA=.gif" /><object width="640" height="360"><param name="wmode" value="transparent" valuetype="data" /><param name="movie" value="http://cdn.www.easports.com/static/110.14.5/flash/mdMediaPlugin/mediaplayer.swf?file=http://cdn.content.easports.com/alfresco/service/eaapi/node/content/avm/easportsfootballcouk/-1;www;avm_webapps;ROOT;;_assets;_Media_Highlights;FIFA10;Videos;FIFA10UTps3TUT_MKT_MYCLUB_ENGp-16MB.FLV&#038;link=http://www.easportsfootball.co.uk/media/play/feature-video/FIFA-10-Ultimate-Team-Video-My-Team&#038;linkfromdisplay=true&#038;linktarget=_top&#038;image=" valuetype="data" /><embed src="http://cdn.www.easports.com/static/110.14.5/flash/mdMediaPlugin/mediaplayer.swf" type="application/x-shockwave-flash" wmode="transparent" width="640" height="360" allowscriptaccess="always" allowfullscreen="true" flashvars="height=360&#038;width=640&#038;file=http://cdn.content.easports.com/alfresco/service/eaapi/node/content/avm/easportsfootballcouk/-1;www;avm_webapps;ROOT;;_assets;_Media_Highlights;FIFA10;Videos;FIFA10UTps3TUT_MKT_MYCLUB_ENGp-16MB.FLV&#038;link=http://www.easportsfootball.co.uk/media/play/feature-video/FIFA-10-Ultimate-Team-Video-My-Team&#038;linkfromdisplay=true&#038;linktarget=_top&#038;image="></embed></object><div style="font-family: Arial, sans-serif; font-size: 12px;"><a href="http://www.easports.com/" target="_top" shape="rect">EA Sports</a>: <a href="http://www.easportsfootball.co.uk/media/play/feature-video/FIFA-10-Ultimate-Team-Video-My-Team" target="_top" shape="rect">FIFA 10 Ultimate Team: My Team</a></div><p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F4-soccer%2Ffifa-soccer%2Ffifa-10-ultimate-team-producer-blog-3-and-tutorial-video%2F&amp;title=FIFA%2010%20Ultimate%20Team%20Producer%20Blog%20%233%20and%20Tutorial%20Video" id="wpa2a_12"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<title>2010 FIFA World Cup Producer Blog #1</title>
		<link>http://www.thesportsgameguy.com/4-soccer/fifa-soccer/2010-fifa-world-cup-producer-blog-1/</link>
		<comments>http://www.thesportsgameguy.com/4-soccer/fifa-soccer/2010-fifa-world-cup-producer-blog-1/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 15:40:24 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
				<category><![CDATA[Featured Posts]]></category>
		<category><![CDATA[FIFA]]></category>
		<category><![CDATA[Recent News]]></category>
		<category><![CDATA[FIFA World Cup 2010]]></category>
		<category><![CDATA[producer blog]]></category>

		<guid isPermaLink="false">http://www.thesportsgameguy.com/?p=3660</guid>
		<description><![CDATA[The first producer blog for 2010 FIFA World Cup has been posted.  Below you can check out the highlights of the gameplay improvements and click here for the full blog Responsiveness New chest traps that allow you to chest the ball in the direction you want to go rather than having to take mid air [...]]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F4-soccer%2Ffifa-soccer%2F2010-fifa-world-cup-producer-blog-1%2F">
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F4-soccer%2Ffifa-soccer%2F2010-fifa-world-cup-producer-blog-1%2F&amp;source=MPDamon&amp;style=normal&amp;b=2" height="61" width="50" />
			</a>
		</div>The first producer blog for 2010 FIFA World Cup has been posted.  Below you can check out the highlights of the gameplay improvements and click <a href="http://www.easportsfootball.co.uk/blogs/worldcup/post/slug/2010-fifa-world-cup-producer-blog-1" target="_blank">here</a> for the full blog

<span id="more-3660"></span>

<strong>Responsiveness</strong>
<ul>
	<li> New chest traps that allow you to chest the ball in the  direction you want to go rather than having to take mid air touches  after a chest to change direction.</li>
	<li>The ability to let a ball drop over your shoulder and move off in  the direction of ball travel. Great for preserving momentum with lofted  through balls.</li>
	<li>Improved the problem of trapping the ball too far and being  ’stunned’, then taking too long to go and dribble the ball.</li>
	<li> Defensively, players will now clear an aerial ball rather than do a  chest trap first when you are asking for a clearance.</li>
	<li>…and many more</li>
</ul>
<h2><a href="http://easwweb28.eao.abn-iad.ea.com:9003/wp-content/uploads/fifawc_portugalattack_behindkeeper.jpg" target="_blank"><img title="EA SPORTS  2010 FIFA World Cup South Africa" src="http://cdn.www.easports.com/static/110.14.5/images/wordpress/fifawc_portugalattack_behindkeeper-150x150.jpg" alt="EA SPORTS 2010 FIFA World Cup South Africa" width="150" height="150" align="right" /></a></h2>
<strong>Goalkeeper</strong>
<ul>
	<li> Improved the ‘narrowing down the angle’ logic so the keeper  doesn’t come out so soon and so far, making him vulnerable to the chip  shot.</li>
	<li>Ability to change his save direction if there is a deflection.</li>
	<li>Added variety to punching which results in punches sometimes not  clearing the ball out of danger.</li>
	<li>…and many more</li>
</ul>
<strong>CPU Teams</strong>
<ul>
	<li> Added more skill moves for the CPU to use depending on a  player’s flair attribute or trait.</li>
	<li>Better understanding of game context and situation, resulting in  more intelligent changes of tactics/mentality.</li>
	<li>Manager now looks at who he has as subs and will attempt to give  star players on the bench some playing time (i.e. Fabregas for Spain;  Pato for Brazil). Previously he would rely solely on match rating and  fatigue, leading to unrealistic substitutions or the same one over and  over again.</li>
	<li>…and many more</li>
</ul>
<strong>Positioning</strong>
<ul>
	<li> Teammates will now take more factors into account when looking  into space inside the box when they are making a run for a cross to be  delivered. I can verify how exciting this is having seen the way that  Emile Heskey bulldozed his way onto the end of a cross in Andorra the  other day.</li>
	<li>Improved marking for when the CB pushes up to the ball possessor  when he shouldn’t, leaving the team vulnerable to an easy through ball  and 1-1 with the GK.</li>
	<li>…and many more</li>
</ul>
<strong>Shooting</strong>
<ul>
	<li> Improved the realism of where players strike the ball to give  more off centre strikes leading to more swerve and variety in ball  trajectory.</li>
	<li>Changed the chip shot to make it more challenging and also to  improve the feel of it &#8211; more backspin, better trajectory.</li>
	<li>…and many more</li>
</ul>
<strong>Passing</strong>
<ul>
	<li> Added personality to crosses to allow better players to put in  more driven crosses into the box.</li>
	<li>Added chest and shoulder passes.</li>
	<li>Lowered the amount of power you can get on backwards crosses and  backwards lofted through balls, forcing you to have to roughly face the  way you want to pass for these types of kicks to succeed.</li>
	<li>…and many more</li>
</ul>
<strong>Set Pieces</strong>
<ul>
	<li> Ability to trigger a teammate run on a quick free kick.</li>
	<li>Lowered the likelihood of the CPU scoring from FKs, they were too  good.</li>
	<li>…and many more</li>
</ul><p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F4-soccer%2Ffifa-soccer%2F2010-fifa-world-cup-producer-blog-1%2F&amp;title=2010%20FIFA%20World%20Cup%20Producer%20Blog%20%231" id="wpa2a_14"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<title>MLB 2K10 Producer Q&amp;A and Developer Insights</title>
		<link>http://www.thesportsgameguy.com/3-baseball/mlb-2k/mlb-2k10-producer-qa-and-developer-insights/</link>
		<comments>http://www.thesportsgameguy.com/3-baseball/mlb-2k/mlb-2k10-producer-qa-and-developer-insights/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 22:29:36 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
				<category><![CDATA[Featured Posts]]></category>
		<category><![CDATA[MLB 2k]]></category>
		<category><![CDATA[Recent News]]></category>
		<category><![CDATA[MLB 2k10]]></category>
		<category><![CDATA[producer blog]]></category>

		<guid isPermaLink="false">http://www.thesportsgameguy.com/?p=3640</guid>
		<description><![CDATA[With the release date just a little over a month away MLB 2K producers are starting to provide interviews and blogs giving info on their upcoming baseball release. Released today was an Q&#38;A done by ESPN with producer Ben Bishop and also a 2K Developer Insight by Mike Del Santo on the Franchise Mode. I [...]]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F3-baseball%2Fmlb-2k%2Fmlb-2k10-producer-qa-and-developer-insights%2F">
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		</div>With the release date just a little over a month away MLB 2K producers are starting to provide interviews and blogs giving info on their upcoming baseball release. Released today was an<a href="http://sports.espn.go.com/videogames/news/story?id=4861306" target="_blank"> Q&amp;A done by ESPN with producer Ben Bishop</a> and also a <a href="http://community.2ksports.com/community/insights/" target="_blank">2K Developer Insight by Mike Del Santo on the Franchise Mode</a>.

I am really hoping from a good outing from MLB 2K10 this year as the Xbox 360 really needs a quality baseball title.  I haven&#8217;t been impressed the last few years and it seems every year I hear the line &#8220;2K __ is  what we wanted 2K__to be, but  we just weren&#8217;t ready to get it there&#8221;.  Lets hope this is the year that statement is true.  One good thing for the 2K team is their is an outstanding baseball title out there that is only available on the PS3 obviously being MLB The Show so they have something to work towards.  I also really like the idea that they are totally overhauling the defensive AI and the game.

Check out 2 highlights of the interview and blog below and use the links above to see the full content.

<span id="more-3640"></span>
<blockquote><strong>Bishop:</strong> I wouldn&#8217;t say that it&#8217;s a completely new engine, but  there are definitely some areas that we went in and started from  scratch. Fielding was a big one  we pretty much redid the entire  system. We put a lot more resources into just making the A.I. better. We  also added more animations than we ever had before, trying to cover any  situation that might come up just so it looks smoother. We have spent a  lot more time polishing this year, where we didn&#8217;t really have that  luxury last year because everything came to us so late. This year feels  much more like a natural cycle where we&#8217;ve not only been able to add all  of these things and fill some holes, but we&#8217;ve had the time to really  make them stand out and play the way we want them to.</blockquote>
<blockquote>While we expect people will be pretty  excited about 40 Man Rosters and September Call-ups, we think the new  feature that will have the most impact on how users play through  Franchise will be compensation picks. In a lot of Franchise modes  (especially in baseball games with the wide payroll ranges between the  big market and small market teams) it is very difficult to ever take a  team like the Royals, Pirates, or any other low payroll team and turn  them into a legitimate contender. Compensation picks can be thought of  as something that can help these lower payroll teams to level the  playing field against the big market teams like the Yankees and Red Sox.</blockquote><p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F3-baseball%2Fmlb-2k%2Fmlb-2k10-producer-qa-and-developer-insights%2F&amp;title=MLB%202K10%20Producer%20Q%26%23038%3BA%20and%20Developer%20Insights" id="wpa2a_16"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<title>Madden 11 Producer Blog at Super Bowl Halftime</title>
		<link>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-11-producer-blog-at-super-bowl-halftime/</link>
		<comments>http://www.thesportsgameguy.com/1-football/1-madden-football/madden-11-producer-blog-at-super-bowl-halftime/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 17:08:28 +0000</pubDate>
		<dc:creator>MPDamon</dc:creator>
				<category><![CDATA[Featured Posts]]></category>
		<category><![CDATA[Madden]]></category>
		<category><![CDATA[Recent News]]></category>
		<category><![CDATA[madden 11]]></category>
		<category><![CDATA[producer blog]]></category>

		<guid isPermaLink="false">http://www.thesportsgameguy.com/?p=3632</guid>
		<description><![CDATA[According to Madden 11 producer Ian Cummings Twitter there will be the first Madden 11 producer blog at halftime of the Super Bowl.  Ian asked his Twitter followers to send feedback on what topic they would like to hear and the clear winner was Gameplay. *IF* I did do a M11 SB halftime blog (not [...]]]></description>
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			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-11-producer-blog-at-super-bowl-halftime%2F">
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			</a>
		</div>According to Madden 11 producer Ian Cummings <a href="http://twitter.com/ian_cummings" target="_blank">Twitter</a> there will be the first Madden 11 producer blog at halftime of the Super Bowl.  Ian asked his Twitter followers to send feedback on what topic they would like to hear and the clear winner was Gameplay.

<span id="more-3632"></span>
<blockquote><span style="color: #3366ff;">*IF* I did do a  M11 SB halftime blog (not saying I am), what would u like to see  featured? Gameplay? Franchise? Presentation? Online? Other?</span></blockquote>
<blockquote><span style="color: #3366ff;">The marketing  dudes told me today they want me to do a Super Bowl halftime blog for  Madden 11. I guess that makes it official!</span></blockquote>
<blockquote><span style="color: #3366ff;">@<a href="http://twitter.com/pastapadre">pastapadre</a> sure seems like gameplay was the winner. But no harm in hearing more  opinions to be sure</span></blockquote><p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.thesportsgameguy.com%2F1-football%2F1-madden-football%2Fmadden-11-producer-blog-at-super-bowl-halftime%2F&amp;title=Madden%2011%20Producer%20Blog%20at%20Super%20Bowl%20Halftime" id="wpa2a_18"><img src="http://www.thesportsgameguy.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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