<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Dragon Spire Games]]></title><description><![CDATA[Developing games that bring us closer together.]]></description><link>https://www.dragonspiregames.com/blog</link><generator>RSS for Node</generator><lastBuildDate>Tue, 11 Aug 2026 17:06:36 GMT</lastBuildDate><atom:link href="https://www.dragonspiregames.com/blog-feed.xml" rel="self" type="application/rss+xml"/><item><title><![CDATA[Boyfiend &#38; Ghoulfriend: Postmortem]]></title><description><![CDATA[I’m writing this a bit late (Apr. 13), two months after the release of the game. Going forward, I should really do this immediately after launch. But I digress. Learnings I want to focus this reflection mostly on two things: The technical learnings regarding Unreal The tempo learnings Tempo Regarding tempo, I was able to create a pretty fun prototype fairly quickly. By the end of September (~1 month), it included the characters’ platforming abilities with jumps and gravity settings that felt...]]></description><link>https://www.dragonspiregames.com/post/boyfiend-ghoulfriend-a-postmortem</link><guid isPermaLink="false">6a62bec959dc3f2805c42a1d</guid><pubDate>Fri, 24 Jul 2026 02:40:42 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/435ba1_4400db52ae4144a392ba6f56038870a9~mv2.png/v1/fit/w_1000,h_834,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>Travis Pynn</dc:creator></item></channel></rss>