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Please Vote
Jan
Noel Llopis is kind enough to share a little insight of what he is looking for when hiring entry level programmers and what aspiring game programmers should be doing to ensure the greatest chance of success at landing their first job in the games industry.
Title: ‘So You want to be a Game Programmer?‘ – Original Article
Written by: Noel Llopis (www.gamesfromwithin.com)
Read aloud by: Ryan Wiancko on January 30th, 2009
Jan
We are proud to present the very first piece from 2K Marin’s Steve Gaynor today with a combo of two of his articles from his Immersion Series. Both Articles deal with the visibility of the designer hand in the games, through game mechanics and rules and how this affects the immersion of the player. Through games like Tetris which is purely an interaction between the player and the designer(game rules) or through realistic simulations where a designers ideals should be “verisimilitude of potential experience”
Title A: “On Invisibility“ – Original Article
Title B: “Being there” – Original Article
Written by: Steve Gaynor(Fullbright.blogspot.com)
Read aloud by: Ryan Wiancko on January 28th, 2009
Jan
Daniel Cook‘s second half of his ‘Constructing Artificial Emotions’ article is just as good as the first, so worry not. It is with great pleasure that I am able to present you with the conclusion to Yesterdays Article with Part B of this amazing piece.
Title: “Constructing Artificial Emotions“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on January 26th, 2009
Jan
Daniel Cook brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it comes to Prototyping your project. There are common pitfalls that a prototype can suffer from and Daniel has gone and tackled some of the major ones to help you realize the incredibly high value that a solid prototyping phase represents to any development.
Title: “Constructing Artificial Emotions“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on January 25th, 2009
Jan
It is with a great pleasure that present the first set of articles written by Lee Winder. Today we tackle the topics of Code base size and whether or not you should be looking specifically at the size as the problem or merely the symptom of the problem. After that we go into the STL debate and whether or not you should use it. We then touch on FTL and finally Fixed Length Containers
Title A: ‘Does Size Matter?‘ – Original Article
Title B: ‘Replacing the STL‘ – Original Article
Title C: ‘FTL Allocators‘ – Original Article
Title D: ‘Fixed Length Containers‘ – Original Article
Written by: Lee Winder (www.spreetree.net)
Read aloud by: Ryan Wiancko on January 23th, 2008
Jan
It is an honor to welcome the wisdom and insight of Jesper Juul to Industrybroadcast.com and a pleasure to be able to share it with you. In his first piece with us we discuss the differences between Emergent and Progressive games and then uses this theoretical framework to deduce Everquest or any game like it. For it is an obvious point that the rules of the game influence how the game will be played. What Jesper sets out to do in this article is to uncover how this happens.
Title: ‘The Open and the Closed: Games of Emergence and Games of Progression‘ – Original Article
Book: “Half-Real: Video Games between Real Rules and Fictional Worlds
“
Written by: Jesper Juul (www.jesperjuul.net)
Read aloud by: Ryan Wiancko on January 20th, 2009
Jan
In this Mega Compilation Article Jake Birkett goes into deep detail about his experiences and lessons learned not only on how to finish a game as the title would have you belief but also what to do with it once it is finished. A truly great piece and a must listen for any beginning indie developer!
Title: ‘Tips for Finishing a Game‘ – Original Article
Written by: Jake Birkett (www.greyaliengames.com)
Read aloud by: Ryan Wiancko on December 11th, 2008
Jan
In one of his most indepth articles that is a MUST READ for any manager or producer,Clinton Keith goes in depth detailing methodologies used in the manufacturing sector that have allowed companies like Toyota to become super powers in their market place. He related these to the Games Industry and goes over his experience using Lean and Kanban to reduce level production times by a whopping 56%!!
Mr. Keith is also putting on a 2 day seminar at GDC this year(March 23 and 24th) and we definitely recommend you head over to http://www.clintonkeith.com/next-public-course for more info!
Title: “Beyond Scrum – Lean and Kanban for Game Developers“ – Original Article
Written by: Clinton Keith(www.clintonkeith.com)
Read aloud by: Ryan Wiancko on January 19th, 2009
Clinton Keith - Beyond Scrum - Lean and Kanban for Game Developers: Play Now | Play in Popup | Download (317)Jan
A relatively short piece from Simon Egenfeldt-Nielsen today, written back in 2000, that deals with the need for the games industry to expand and innovate on not only it’s revenue streams but the cross-media proliferation and cooperation in order to “create concepts across media that creates long-term relations with users.”
Title A: “Brave new entertainment business grows up“ – Original Article
Written by: Simon Egenfeldt-Nielsen (www.egenfeldt.eu)
Read aloud by: Ryan Wiancko on January 16th, 2009
Jan
Joris Dorman brings us another incredibly indepth and insightful piece relating to Narrative in Interaction Fiction. In this article we will dive into the self-induced limitations of most role playing games(computer or otherwise), the options we have and a path we can take in the future to create a truly meaningful experience for the player
















