Tip Jar
IB Book Club
Subscribe
Archives
- September 2010
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
- December 2008
- November 2008
- October 2008
Email Updates
- Zynga Staff Told To Copy Competition Claims Senior Ex-Employee
- In-Depth: RedLynx On Life After Trails HD
- NPD Results, August 2010: Industry Down Ten Percent In Summer Doldrums
- Top iPad Game Apps: GTA: Chinatown Wars, Slice It! Make Impressive Debuts
- Colleagues, Friends Set Up Trust To Honor Memory Of Relic Designer
- City of Wonder, Price Is Right Lead Fastest-Growing Facebook Games
- Monster Hunter Diary Leads Japanese Charts For Second Week
- Analysis: Total (Irregular) Warfare - Modeling Counter-Insurgency In Games
- Applifier Reaches 55M Users For Social Game Cross-Promotion
- Need For Speed World Reaches 1M Users, Extends Free-To-Play Access
- News: Social devs unite against Zynga, EA and Playdom dominance
- News: Valve: Xbox game patch rules "a train wreck"
- News: Ex-employees allege copying culture at "evil" Zynga
- News: Warner Montreal appoints new studio leads
- News: Apple permits third party dev tools but bans "amateur hour"
- News: Monster Hunter Diary tops Japan chart again
- Editorial: The Boys' Treehouse
- News: NPD: Sales slump continues in US
- News: Ex-SingStar lead Bozek launches new games studio
- News: NFS World passes 1 million registrations
- News: Sony celebrates 15 years of PlayStation in North America
- News: UK schools' ICT curriculum criticised, more games teaching demanded
Contributors
Blogroll
- Agile Game Dev
- Allegory of the Game
- Art Dept Confidential
- Artful Gamer
- Bruno-Urbain
- Dallas Snell
- Daniel Kiedrowski
- David Perry
- Design Rampage
- Designer-Notes
- Eric Scharf
- Ethan Kennerly
- Full Bright
- Game Design Studio
- Game Research
- GameAttorny
- GameDev.net
- GameDevBlog
- GameProducer
- Games From Within
- Games LOL
- GB Games
- Grey Alien Games
- Idle Thumbs
- Ihobo
- Ihobo.com
- Insert Coin
- Jeff Vogel
- Jonas Smith
- Joris Dormans
- Josh Sutphin
- Joshua Dallman
- Lost Garden
- MakeItBigInGames
- mplay.de
- MyGameStudies.com
- Pascal Luban
- Paul Evans
- Pixel Game Ninja
- Plush Apocalypse
- Polycat
- Ryan Wiancko
- Sec Dat
- Senzee 5
- Simon Egenfeldt Ph.D
- Sloperama
- Spiderweb Software
- Spree Tree
- Steve-Ince.co.uk
- Tale of Tales
- The Ludologist
- Tobias Lundmark
- Troy Gilbert
- Values at Play
- Wedgewood Inc
Please Vote
Sep
In our first article from Daniel cook we Explore the use and importance of Theme in Game Design and how it differs from the use of Theme in other medium such as books and film
Title: ‘Theme and Game Design’
Written by: Daniel Cook (www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on September 10th 2010
Sep
In this Article we go into the dangers of set in stone milestones and how to implement optimistic goals to achieve higher productivity in your team.
Title: ‘Milestones Considered Harmful?’
Written by: Jamie Fristrom (www.gamedevblog.com)
Re-Read aloud by: Ryan Wiancko on September 7th 2010
Sep
For most of us Crunch time is a fact of life in the Game Industry, Jamie Fristrom offers some insight on how to deal with it, how much is good and what to avoid in order to prevent ‘Teamicide’
Title: ‘Crunch’
Written by: Jamie Fristrom (www.gamedevblog.com)
Re-Read aloud by: Ryan Wiancko on September 7th 2010
Sep
Not all Projects are a dream come true, in fact none of them are. Some insight from Jamie Fristrom on what to expect and how to deal with it.
Title: ‘Most Projects Suck’
Written by: Jamie Fristrom (www.gamedevblog.com)
Re-Read aloud by: Ryan Wiancko on September 6th 2010
Sep
Books are an essential part of learning how to become better at what you do without having to learn things the hard way, but they can also be misleading. In this article we go over some of the lessons learned about avoiding being misled as well as some great suggestions on books that every Game Developer should have in their bookshelf.
Title: ‘Books are Good’
Written by: Jamie Fristrom (www.gamedevblog.com)
Re-Read aloud by: Ryan Wiancko on September 2nd 2010
Sep
IndustryBroadcast.com’s Premier Audio Article. In this Article we go over ideas and suggestions for streamlining the way you structure your bug testing in order to stop problems early and prevent your development cycle from turning into ‘a living hell’
Title: ‘Production Testing and Bug Tracking’
Written by: Jamie Fristrom (www.gamedevblog.com)
ReRead aloud by: Ryan Wiancko on Sept 2nd, 2010
Sep
Very excited to announce that I just finished recording the first audio article in almost a year. For the next short while I will be re-recording the first 50 or 60 audio articles on this website due to their incredibly poor quality.
I can say it feels great to have Audacity open and reading the words of some of the brilliant minds of our industry! I hope you guys all enjoy the new goodness coming your way!
Nov
http://www.facebook.com/pages/IndustryBroadcast/174120378919
Come on, come all! Plus there’s a sneak peak out our new logo up there which is a sneak peak in itself a fancy new site design that will be going up in the next few days!
Nov
Joris Dorman‘s has opened up his mind once again and created yet another incredibly in-depth and lengthy article that will no doubt shed light on many systems in design we take for granted and perhaps understand less than we should. With this understanding and framework that Joris creates designers can quantify aspects of their design enabling them to hone in on design goals and truly create the experience they are aiming for
Title: “Machinations“ – Original Article
Appendix: http://www.jorisdormans.nl/machinations/
Written by: Joris Dormans(www.jorisdormans.nl)
Read aloud by: Ryan Wiancko on November 12th, 2009
Oct
Philippe Ringuette-Angrignon has returned to grace the IB with more insight, today dealing with two related topics. Firstly being that of immersion, some important do’s and don’ts for this all too important goal of game design. The second topic on the agenda is a theory on increasing the sense of agency in the game through in-game witnesses. Postulating that with an audience to witness the players activities, be it real or not, the level of agency will increase leading to a much better gaming experience.

