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- Your game industry in your words: Week of February 3
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- Another ratings group and 470,000 game addicts, this week in Korean news
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- Halfbrick, Bejeweled, Pocket Gems talks added to GDC 2012 Smartphone Summit
- Best of Indie Games: From The Cat that Got the Milk to Hack, Slash, Loot
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- Report: Layoffs hit EA's Vancouver branch as company makes digital shift
- Microsoft's Xbox Live policy director resigning
- Kingdom Rush takes on Where's My Water? on iPad charts
- News: Viacom earnings fall, Harmonix dispute blamed
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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
Joe Ludwig - Improve Dev Efficiency - Stage Gates Wrong for Games Play Now | Play in Popup | DownloadMay
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
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 Industry – click to purchase
Publisher: Course Technology PTR
Written by: Seth Spaulding
Read aloud by: Ryan Wiancko on May 26th 2009
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 Collection
– click to purchase
Publisher: Course Technology PTR
Written by: Michael Sikora
Read aloud by: Ryan Wiancko on May 23rd 2009
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
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
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
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
May
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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
