<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>By JTT Games Journal</title><link>https://games.byjtt.com/</link><description>Development logs and field notes from By JTT Games.</description><item><title><![CDATA[Building a Cel-Shaded BMX Game: Feel Before Features]]></title><link>https://games.byjtt.com/blog/cel-shaded-bmx-development-log/</link><guid>https://games.byjtt.com/blog/cel-shaded-bmx-development-log/</guid><description><![CDATA[A development log about downhill readability, landing feedback and finding a visual style that serves the ride.]]></description><pubDate>Mon, 10 Aug 2026 00:00:00 GMT</pubDate></item><item><title><![CDATA[Medieval Melee: Weight, Timing and the Readable Hit]]></title><link>https://games.byjtt.com/blog/medieval-melee-animation-notes/</link><guid>https://games.byjtt.com/blog/medieval-melee-animation-notes/</guid><description><![CDATA[Notes from shaping a medieval slasher around clear intent, impact and recovery instead of animation noise.]]></description><pubDate>Mon, 10 Aug 2026 00:00:00 GMT</pubDate></item><item><title><![CDATA[“Claude of Duty”: What AI Changes in Game Development]]></title><link>https://games.byjtt.com/blog/claude-of-duty-ai-game-development/</link><guid>https://games.byjtt.com/blog/claude-of-duty-ai-game-development/</guid><description><![CDATA[A grounded field note on the viral shorthand around AI-made games, what agents change and what still belongs to the developer.]]></description><pubDate>Mon, 10 Aug 2026 00:00:00 GMT</pubDate></item><item><title><![CDATA[The Gauntlet Loop for Game Development]]></title><link>https://games.byjtt.com/blog/gauntlet-loop-for-game-development/</link><guid>https://games.byjtt.com/blog/gauntlet-loop-for-game-development/</guid><description><![CDATA[A fresh-context review loop for turning a playable prototype into a clearer, more reliable game surface.]]></description><pubDate>Mon, 10 Aug 2026 00:00:00 GMT</pubDate></item></channel></rss>