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- Your game industry in your words: Week of February 3
- Get a job: Visceral Games, 2K Marin, and others hiring now on the Gamasutra jobs board
- Another ratings group and 470,000 game addicts, this week in Korean news
- Apple removes several iOS copycat games from one offending developer
- 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
- Disgaea performance boosts Nippon Ichi earnings estimates
- 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
- News: SEGA 9 month profit down 6.6% YoY as games buoyed by Pachinko
- News: Eutechnyx signs Brain in a Jar for latest racing game
- News: Nippon Ichi increases net income forecast to ¥203m
- News: Zynga designer and Nexon exec join AIAS board
- News: Seamus Blackley: iOS is the "new arcade", 99c the "new quarter"
- News: Xbox marketing head joins Apple
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Sep
Industry Broadcast is thrilled once again to be presenting another deep and insightful piece from Jesper Juul. Today we look closely at the relations between the linear, objective time of the player and the event time of the game world. By understanding the structure of time in games we can, paradoxically, find a way of understanding how the formal structure of a game feeds the more elusive player experience, in the end enabling us to expand upon the experience we are able to deliver.
Title: ‘Introduction to Game Time / Time to play – An examination of game temporality‘ – 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 September 22nd, 2009
Sep
So last month I had the pleasure of being a part of the IGDA Game Design Aspect of the Month discussion and with the permission of Sande Chen I am rebroadcasting this discussion for you all today. We discussed the topic of Single Play Sessions, asking ourselves what constitutes a single play session, what should we expect out of the players in a session and what are they expecting out of us?
Enjoy!
Organizer: Sande Chen
GDAM Website: http://gamedesignaspect.blogspot.com/
Moderator: Andrea Phillips
Participants: Ryan Wiancko, Kimberly Unger
Sep
Seth Spaulding‘s book: Team Leadership in the Game Industry is once again providing a wealth of insight for us today. We look at Chapter 5: Leadership Types and Traits; Assessment and Development Strategies and go into what are some of the traits that make for an excellent leader, how to assess them and more importantly how to cultivate them and our industry’s future leaders.
Chapter 5: “Leadership Types and Traits; Assessment and Development Strategies”
Book: Team Leadership in the Game Industry – click to purchase
Publisher: Course Technology PTR
Written by: Seth Spaulding
Read aloud by: Ryan Wiancko on July 7th 2009
Sep
We are thrilled to be able to present another set of well written and thought provoking articles from Steve Gaynor. Today we take a little turn into the abstract as we discuss the principal of play and how it should be considered in game design.. The second half of the article goes into the potential of games from a story making perspective instead of simply means of story telling and what different levels of story making are possible with our medium.
Title: “Play“ – Original Article
Title: “Storymaking“ – Original Article
Written by: Steve Gaynor(Fullbright.blogspot.com)
Read aloud by: Ryan Wiancko on September 11th, 2009
Sep
We have the pleasure of beginning the journey throuhg Trent Polack‘s ‘Mechanics’ series. We’ll go over various mechanics used in specific genres to broaden our understanding of these crucial elements and how to effectively used them to our and our audience’s advantage.
And geeze, how awesome is the chip tune today? If I had to pick one to use for all articles it would definitely be this one
Title “Mechanics Pt1“ – Original Article found here, here and here
Written by: Trent Polack (www.polycat.net)
Read aloud by: Ryan Wiancko on September 10th, 2009
Sep
Nope, this article isn’t about music, well not in a literal sense at least. Today we are treated to another bounty of insight on the topic of the Educational use of Video games from Mr. Simon Egenfeldt-Nielsen. Specifically we delve into the world of Edutainment, looking at this tarnished word in great detail and beginning to understand not only what it means but also its potential.
Title “Making Sweet Music – Educational use of Video Games“ – Original Article
Written by: Simon Egenfeldt-Nielsen (www.egenfeldt.eu)
Read aloud by: Ryan Wiancko on Sept 4th, 2009
Sep
Soren Johnson offers some scrumptious little tidbits to all of your aspiring designers looking to break into the Games Industry. If you are feeling overwhelmed and don’t know where to start then do yourself a favor and take a listen to some tips from a man who has climbed the ladder and is designing some of the best games to hit the shelves over the past couple of years!

