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Please Vote
Feb
Joshua Dallman strikes again with another wickedly insightful article! Today we go over some general advice from someone who’s received hundreds of game pitches on what you should and should not do in order to increase the chances of a publisher giving you the thumbs up as apposed to the thumbs down.
Title: “How to Pitch your Game“ – Original Article
Written by: Joshua Dallman(www.redthumbgames.com)
Read aloud by: Ryan Wiancko on February 26th , 2009
Feb
Another great article from Borut Pfeifer dealing with the keys of creating truly impactful emotional responses and some questions pertaining to the how’s and why of achieving this in gameplay
Title: “The Toolbox of Affect“ – Original Article
Written by: Borut Pfeifer(www.plushapocalypse.com)
Read aloud by: Ryan Wiancko on February 26th, 2009
Feb
Jamie Fristrom‘s is back once again with two great articles for all the producers and managers out there. Multi-class characters is some insight into the value and usefulness of having Generalists on your team and the second Law of Bad management is a great piece on something that managers tend to forget so often, that being that they are there to Manage not get in the trenches and work.
Title: ‘Multi-Class Characters + The 2nd Law of Bad Management‘
Written by: Jamie Fristrom (www.gamedevblog.com)
Read aloud by: Ryan Wiancko on February 24th, 2008
Feb
Drew Sikora starts us off this week with his first piece on Industrybroadcast.com as well as the first piece in IB history to be read by someone besides myself so I am sure the added vocal diversity will be a welcomed sound to all of your ears. Today’s piece is a wonderful article for any new manager starting up a team as well as the experienced one. Some very good steps to go through before forming your team and then insight on things to look out for after it is formed.
Title: “Basic Team Building and Management“
Book: Business and Production: A GameDev.net Collection
– click to purchase
Publisher: Course Technology PTR
Written by: Drew Sikora(www.gamedev.net)
Read aloud by: Drew Sikora on February 23rd, 2009
Feb
In the funnest article I have read to date Clinton Keith and Mark Cohn have written a great tongue in cheek piece about how to fail with agile. Of course the article is meant as a road map on how to avoid failure with agile and is an excellent one at that. An absolute must listen for any new team adopting the methodology
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: “How to fail at Agile“
Written by: Clinton Keith(www.clintonkeith.com)and Mark Cohn
Read aloud by: Ryan Wiancko on February 20th, 2009
Feb
Yet another great lengthy and in depth piece from Simon Egenfeldt-Nielsen on the topic of education and computer games. Today we discuss many aspects of the Narative component in games and what it takes to have true ‘Narativity’ , key subjects in understanding how to unlock the actual educational potential from computer games.
Title “Understanding the educational potential of commercial computer games through activity and narratives“ – Original Article
Written by: Simon Egenfeldt-Nielsen (www.egenfeldt.eu)
Read aloud by: Ryan Wiancko on February 19th, 2009
Simon Egenfeldt - Understanding the Educational Potential ...: Play Now | Play in Popup | Download (201)Feb
Jonas Smith brings us another amazingly insightful and intelligent article today on the question of whether certain game design design aesthetics carry with them particular political ideologies. To find the answer to this question we must delve deep within many of the underlying theories
Title: “Does gameplay have politics?‘ – Original Article
Written by: Jonas Smith (www.jonassmith.dk)
Read aloud by: Ryan Wiancko on February 18th, 2009
Feb
Soren Johnson writes about the fascinating economic situation within games and how Designers can start looking more closely at this mostly over-looked mechanic in games as a way of avoiding past pitfalls and adding a much greater depth to their products
Title: “Game Economics‘ – Original Article
Written by: Soren Johnson (www.designer-notes.com)
Read aloud by: Ryan Wiancko on February 11th, 2009
Feb
We are proud to present the second article from Borut Pfeifer today. As always Borut skips right over the lighter stuff and tackles another in depth issue of increasing the psychology meaning that games can have on their players through Emergent Player Arcs when we explore avenues for the players actions to have real meaning in the game environment, and not simply along pre-scripted stories
Title: “Emergent Player Character Arcs“ – Original Article
Written by: Borut Pfeifer(www.plushapocalypse.com)
Read aloud by: Ryan Wiancko on February 11th, 2009
Feb
It is an exciting day when you get to piece together 4 large articles from the imfamous Pascal Luban and turn them into one Mega Article. Todays piece is the compilation of all of Pascal ‘Megatrends of Game Design’ pieces to date. In this audio article we go in depth to all of the emerging aspects of the industry and how game design is evolving with them.
















