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Please Vote
Nov
Due to popular Demand we bring you what will hopefully be the first in many articles dealing with Game Programming. This one is a combination of 2 articles written by Paul Senzee and deals with the problems we face as Multithreaded/Multicore development becomes a mainstay as well as why we choose to use C++ in such an environment
Title: ‘Concurency in Game Design + Why Use C++’
Written by: Paul Senzee (www.senzee5.com)
Read aloud by: Ryan Wiancko on November 27th, 2008
Nov
It is with pride that we bring you the first in what we hope will be many articles by the illustrious Soren Johnson. The first ’7 Deadly Sins of Strategy Games’ goes through common and ‘deadly’ mistakes that Stategy games designs continue to fall prey to, what risks they pose and why you should avoid them.
Title: ‘7 Deadly Sins of Strategy Game‘
Written by: Soren Johnson (www.designer-notes.com)
Read aloud by: Ryan Wiancko on November 27th, 2008
Nov
We are pleased to present the second piece of wisdom from the mind of Ethan Kennerly. We dive head first into the world of Data Mining and what it can do for your online game, or even in principal offline product as well. Ethan lays down a clear and concise road map on how to get the very most of data mining and some of the risks that come with it
Title: ‘Better Game Design through Data Mining ‘
Written by: Ethan Kennerly (www.finegamedesign.com)
Read aloud by: Ryan Wiancko on November 25th, 2008
Nov
Jeff Tunnell shares some basic foundation bits of wisdom that every fledging or hopeful game developer should know. While it doesn’t cover everything it is a good basis to guide you in taking the first few steps to starting off as a Game Developer
Title: ‘5 Steps To Survive as a Game Company‘
Written by: Jeff Tunnell (www.makeitbigingames.com)
Read aloud by: Ryan Wiancko on November 24th, 2008
Nov
On our 1 month celebration we are proud to present another article from the man that started IndustryBroadcast.com off all those 30 days, and 30 articles ago. This installment in Jamie Fristrom’s Manager in Strange Lands Series dives into the risks and payoffs of committee based decision making, when you should use it, how much faith you should put in democracy and what risks you can run, as well as how to mitigate them.
Don’t let the posting date fool you on this one, I made sure this was recored on the 23rd exactly 30 days after our launch, which means 1 article a day for a month.. Phew, that is a lot of talking!
Title: ‘Sliding Democracy’
Written by: Jamie Fristrom (www.gamedevblog.com)
Read aloud by: Ryan Wiancko on November 23rd, 2008
Nov
We are pleased to bring another indepth paper from Joris Dormans, this time on the lack of a Video Games ability to quantify the players expressive performance into the gaming experience, as well as the way that dialogue has been poorly designed and implementing in modern gameplay. He covers the basics of what is missing in todays gaming environment to accomodate this extremely important aspect of ‘fun’ as well as what we can do to rectify this situation.
Title: ‘Gameplay As Expressive Performance‘- Click for Article
Written by: Joris Dormans (www.jorisdormans.nl)
Read aloud by: Ryan Wiancko on November 23nd, 2008
Nov
We are pleased to bring another indepth paper from Joris Dormans, this time on the lack of a Video Games ability to quantify the players expressive performance into the gaming experience, as well as the way that dialogue has been poorly designed and implementing in modern gameplay. He covers the basics of what is missing in todays gaming environment to accomodate this extremely important aspect of ‘fun’ as well as what we can do to rectify this situation.
Title: ‘Gameplay As Expressive Performance‘- Click for Article
Written by: Joris Dormans (www.jorisdormans.nl)
Read aloud by: Ryan Wiancko on November 22nd, 2008
Nov
Noel Llopis brings his second insightful piece to Industrybroadcast.com, telling about his experience and thoughts on prototyping before production. Experience that tells us to focus on finding the true fun behind your product BEFORE you start spending your budget on it, as apposed to afterwards when you learn no body wants to play itl
Title: ‘Prototyping for Fun and Profit‘- Click for Article
Written by: Noel Llopis (www.gamesfromwithin.com)
Read aloud by: Ryan Wiancko on November 21th, 2008
Nov
Clinton Keith shares some more insight detailng the workings of running an agile team, not only what you need to do from a developer point of view but also steps to take as a publisher to enable an agile team and realize more productivity out of your project teams than ever before. He quickly dispells the myth that scrum and agile development immediately do away with planning all together and goes over some methods of implementing planning structures into an Agile Team environment
Title: ‘Scrum and Long Term Project Planning ‘
Written by: Clinton Keith (www.clintonkeith.com)
Read aloud by: Ryan Wiancko on November 20th, 2008
Nov
We are proud to welcome the wisdom of Jeff Tunnell to IndustryBroadcast.com. In his first article with us we explore some of the strategies for starting your own game development studios, the challenges along the way as well as shattering some common misconceptions that many new aspiring ‘developers’ have going into this venture

















