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	<title>Comments on: Asset Tracking, or, &#8220;Where&#8217;d This Sound Come From?&#8221;</title>
	<link>http://www.heimburg.com/blog/2007/06/06/asset-tracking-or-whered-this-sound-come-from/</link>
	<description>A developer's perspective on development</description>
	<pubDate>Wed, 07 Jan 2009 10:33:26 +0000</pubDate>
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		<title>By: Ken</title>
		<link>http://www.heimburg.com/blog/2007/06/06/asset-tracking-or-whered-this-sound-come-from/#comment-164</link>
		<author>Ken</author>
		<pubDate>Fri, 08 Jun 2007 16:14:26 +0000</pubDate>
		<guid>http://www.heimburg.com/blog/2007/06/06/asset-tracking-or-whered-this-sound-come-from/#comment-164</guid>
		<description>Although the paper trail is a good idea, I still don't see how this makes it easy to correlate the invoice to the sound if you change the filename and whatnot.  Of course, I've never bought a sound myself so I don't quite know how it works.  Does the invoice describe the sound (or graphic) so well that there's no confusion?  Seems like there should be a tighter bind between the two.</description>
		<content:encoded><![CDATA[<p>Although the paper trail is a good idea, I still don&#8217;t see how this makes it easy to correlate the invoice to the sound if you change the filename and whatnot.  Of course, I&#8217;ve never bought a sound myself so I don&#8217;t quite know how it works.  Does the invoice describe the sound (or graphic) so well that there&#8217;s no confusion?  Seems like there should be a tighter bind between the two.</p>
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		<title>By: Coyote</title>
		<link>http://www.heimburg.com/blog/2007/06/06/asset-tracking-or-whered-this-sound-come-from/#comment-162</link>
		<author>Coyote</author>
		<pubDate>Thu, 07 Jun 2007 00:41:14 +0000</pubDate>
		<guid>http://www.heimburg.com/blog/2007/06/06/asset-tracking-or-whered-this-sound-come-from/#comment-162</guid>
		<description>Been there, done that! I know exactly what you are talking about! I learned that lesson the hard way with my first game, too. And that includes art assets - making sure I had a license to use everything. It's particularly bad when you are using stand-in content grabbed from WHEREVER when prototyping your game, and then need to make sure that every single one of them has been replaced with a legal, licensed (or self-made) asset.

Is there a better way to do this? Some way to automate the process a little better?</description>
		<content:encoded><![CDATA[<p>Been there, done that! I know exactly what you are talking about! I learned that lesson the hard way with my first game, too. And that includes art assets - making sure I had a license to use everything. It&#8217;s particularly bad when you are using stand-in content grabbed from WHEREVER when prototyping your game, and then need to make sure that every single one of them has been replaced with a legal, licensed (or self-made) asset.</p>
<p>Is there a better way to do this? Some way to automate the process a little better?</p>
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