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May

Today is the first of what will be many articles by Programming legend Joe Ludwig, yes the programmer Joe.  Today we take 2 of Joe’s articles and combine them into one great piece about efficiency, both on the individual developer level as well as the studio level

Title A: How to Improve Developer Efficiency – Original Article

Title B: Why Stage-Gates are Wrong for Games – Original Article

Written by: Joe Ludwig(programmerjoe.com)

Read aloud by: Ryan Wiancko on May 29th, 2009

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icon for podpress  Joe Ludwig - Improve Dev Efficiency - Stage Gates Wrong for Games: Play Now | Play in Popup | Download (328)

May

2K Marin’s Steve Gaynor puts much of his level designing experience in todays audio article which goes over the essential elements to an FPS encounter.  The one thing that will either make or break a game in that Genre

Title: Basics of effective FPS encounter design – Original Article

Written by: Steve Gaynor(Fullbright.blogspot.com)

Read aloud by: Ryan Wiancko on May 28th, 2009

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icon for podpress  Steve Gaynor - Basics of an Effective FPS encounter: Play Now | Play in Popup | Download (247)

May

Today is another day of firsts for IB, this time we have the pleasure of reading a condensed chapter from Seth Spaulding‘s new Book: “Team Leadership in the Game Industry“.  We’ll go over the 3 studio models based on scale(small, medium and large), general overview, strengths and weaknesses of each and challenges that leaders face in each of these situations.

Chapter: “The Anatomy of a Game-Development Company”

Book: Team Leadership in the Game Industryclick to purchase

Publisher: Course Technology PTR

Written by: Seth Spaulding

Read aloud by: Ryan Wiancko on May 26th 2009

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icon for podpress  Seth Spaulding - Team Leadership in the Game Industry Ch2: Play Now | Play in Popup | Download (314)

May

This time it is I who has the pleasure reading another great article from the GameDev.net Book Collection. Today’s piece is from the Advanced Game Programming book. Specifically from the Chapter Titled ‘Multi-threaded and Distributed Computing with the Actor Model’

Title: “Multi-threaded and Distributed Computing with the Actor Model”

Book: Advanced Game Programming: A GameDev.net Collectionclick to purchase

Publisher: Course Technology PTR

Written by: Michael Sikora

Read aloud by: Ryan Wiancko on May 23rd 2009

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icon for podpress  Gamedev - MultiThreaded - Machine Computing - Actor Model: Play Now | Play in Popup | Download (405)

May

Borut Pfeifer delivers another wonderfully thought provoking article where he discusses how to engineer systems that better encourage players to create their own unique narrative experience from gameplay

Title: You’ve got Narrative in My System – Original Article

Written by: Borut Pfeifer(www.plushapocalypse.com)

Read aloud by: Ryan Wiancko on May 12th, 2009

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icon for podpress  Borut Pfeifer - You've got Narrative in My system: Play Now | Play in Popup | Download (243)

May

Noel Llopis is back and with him comes a treasure trove of knowledge!  In another much requested programming article Mr. Llopis dives into the wonderful world of Data Baking, some of his best practices and just why it may be more important than chocolate chip cookies, just maybe.

Title: ‘Delicious Data Baking‘ – Original Article

Written by: Noel Llopis (www.gamesfromwithin.com)

Read aloud by: Ryan Wiancko on May 18th, 2009

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icon for podpress  Noel Llopis - Delicious Data Baking: Play Now | Play in Popup | Download (271)

May

Eric Scharf and his insight once again grace the pages of Industrybroadcast.com.  This time his efforts have gone into an amazing 4 part article outlining what anyone with looking to start their own studio needs to know and do before-hand

Title: ‘Protecting your Start-up from Being Shot Down (Pt1)‘ – Original Article

Written by: Eric Scharf (www.emscharf.com)

Read aloud by: Ryan Wiancko on May 16th 2009

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icon for podpress  Eric Scharf - Protecting your Startup: Play Now | Play in Popup | Download (305)

May

We have the pleasure to bring another industry renowned article from veteran designer Pascal Luban.  This time he dives into multiplayer level designer with the depth and insight that only a 14 year veteran of the craft can, pulling from the incredible success that his work on the Splinter Cell series brought.

Title: Multiplayer Level Design In-Depth – Original Article

Written by: Pascal Luban (www.gamedesignstudio.com)

Read aloud by: Ryan Wiancko on May 12th 2009

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icon for podpress  Pascal Luban - Multiplayer Game Design: Play Now | Play in Popup | Download (306)

May

http://twitter.com/RyanWiancko

If you aren’t following me on twitter yet, by all means come on by and follow me.  Get your IB updates before all of your friends and be the cool kid on the block!

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May

Today we welcome the first article from Aki Järvinen Ph.D as he tackles the challenge of forming  of design principles into a design framework where interaction, social, service, and game design meet.  To design principles that would solve and inspire new design solutions for future games in Social Networks

Title: ‘Game Design for Social Networks Part ‘ – Original Article

Written by: Aki Järvinen (www.mygamestudies.com)

Read aloud by: Ryan Wiancko on May 11th, 2009

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icon for podpress  Aki Jarvinen - Design for Social Networks: Play Now | Play in Popup | Download (278)
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