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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

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Rating: 10.0/10 (1 vote cast)

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

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Rating: 0.0/10 (0 votes cast)

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

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Rating: 10.0/10 (2 votes cast)

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

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Rating: 10.0/10 (2 votes cast)

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

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Rating: 10.0/10 (2 votes cast)

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

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Rating: 10.0/10 (2 votes cast)

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!

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Rating: 10.0/10 (4 votes cast)

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!

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Rating: 10.0/10 (1 vote cast)

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

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Rating: 8.7/10 (3 votes cast)

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.

Title A: Immersion – Keeping the shadow puppeteer behind the screen” – Original Article

Title B: Witnesses – Giving the player the impression that his actions matter” – Original Article

Written by: Philippe Ringuette-Angrignon (www.allegory-of-the-game.com)

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

FlatRedBall framework for XNA found at www.flatredball.com
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Rating: 8.3/10 (4 votes cast)
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