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	<title>IndustryBroadcast &#187; Business</title>
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	<link>http://www.industrybroadcast.com</link>
	<description>Bringing the Collective Insight of the Gaming Industry to your ears</description>
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	<managingEditor>ryan@industrybroadcast.com (RyanW)</managingEditor>
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	<category>Video Game Industry</category>
	<ttl>1440</ttl>
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	<itunes:subtitle>Industrybroadcast.com - Bringing the Collective Insight of the Gaming Industry to your Ears</itunes:subtitle>
	<itunes:summary>Bringing the Collective Insight of the Gaming Industry to your ears</itunes:summary>
	<itunes:keywords>Video Game, Video Game Industry, Game developer, Game designer, video game producer, video game manager, game education, video game studio</itunes:keywords>
	<itunes:category text="Technology">
		<itunes:category text="Software How-To" />
	</itunes:category>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Business" />
	<itunes:author>RyanW</itunes:author>
	<itunes:owner>
		<itunes:name>RyanW</itunes:name>
		<itunes:email>ryan@industrybroadcast.com</itunes:email>
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	<itunes:explicit>no</itunes:explicit>
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		<title>Audio Article #003: Most Projects Suck</title>
		<link>http://www.industrybroadcast.com/2010/09/05/audio-article-003-most-projects-suck/</link>
		<comments>http://www.industrybroadcast.com/2010/09/05/audio-article-003-most-projects-suck/#comments</comments>
		<pubDate>Mon, 06 Sep 2010 08:38:38 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[gamedevblog]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[projects]]></category>
		<category><![CDATA[suck]]></category>
		<category><![CDATA[torpex]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=619</guid>
		<description><![CDATA[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: &#8216;Most Projects Suck&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) Re-Read aloud by: Ryan Wiancko on September 6th 2010]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2><span style="color: #999999;"><strong>Title: &#8216;Most Projects Suck&#8217; </strong></span></h2>
<h2><span style="color: #999999;"><strong>Written by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></span></h2>
<h2><span style="color: #999999;"><strong><span style="color: #000000;">Re-</span>Read aloud by: Ryan Wiancko on September 6th 2010<br />
</strong></span></h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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: &#8216;Most Projects Suck&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud b[...]</itunes:subtitle>
		<itunes:summary>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: &#8216;Most Projects Suck&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud by: Ryan Wiancko on September 6th 2010
</itunes:summary>
		<itunes:keywords>Business, Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #155: Controlling Scope</title>
		<link>http://www.industrybroadcast.com/2009/10/14/audio-article-155-controlling-scope/</link>
		<comments>http://www.industrybroadcast.com/2009/10/14/audio-article-155-controlling-scope/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 10:36:36 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[budget]]></category>
		<category><![CDATA[controlling scope]]></category>
		<category><![CDATA[feature creep]]></category>
		<category><![CDATA[joe ludwig]]></category>
		<category><![CDATA[programmerjoe.com]]></category>
		<category><![CDATA[schedule]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=577</guid>
		<description><![CDATA[The number of modes will drive how many times you need to fine tune the UI, camera controls, and character controls. Every UI element in the game needs to consider player mode to decide if that UI element can appear in all modes unmodified or if it needs to be customized for one or more modes. If you are trying to build a game on the cheap, find a design that works with only one player mode. A second mode won’t double your budget, but it will increase it substantially.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.programmerjoe.com" target="_blank">Joe Ludwig</a>, aka programmer Joe is back for some insight on a grand scale.  Today we talk about the encompassing concept of scope in your game design and what you need to do to keep it in check.  Because if you don&#8217;t, you can kiss your chances of every releasing something on time and on budget goodbye.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://programmerjoe.com/2007/02/18/controlling-scope/" target="_blank">Controlling Scope</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Joe Ludwig</span><span style="color: #999999;">(<a target="_blank" href="http://www.programmerjoe.com" target="_blank">programmerjoe.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 14th, <strong>2009</strong></span></span></h2>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>The number of modes will drive how many times you need to fine tune the UI, camera controls, and character controls. Every UI element in the game needs to consider player mode to decide if that UI element can appear in all modes unmodified or if it [...]</itunes:subtitle>
		<itunes:summary>The number of modes will drive how many times you need to fine tune the UI, camera controls, and character controls. Every UI element in the game needs to consider player mode to decide if that UI element can appear in all modes unmodified or if it needs to be customized for one or more modes. If you are trying to build a game on the cheap, find a design that works with only one player mode. A second mode won’t double your budget, but it will increase it substantially.</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #154: How to Design online Crack</title>
		<link>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/</link>
		<comments>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 10:52:18 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[design online crack]]></category>
		<category><![CDATA[lost garden]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[online games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=573</guid>
		<description><![CDATA[Daniel Cook indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a> indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" target="_blank"></a></span><a target="_blank" href="http://lostgarden.com/2005/07/how-to-design-online-crack.html" target="_blank">How to design online Crack</a><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 13th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<itunes:subtitle>Daniel Cook indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how[...]</itunes:subtitle>
		<itunes:summary>Daniel Cook indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.
Title: &#8220;How to design online Crack&#8220; &#8211; Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on Oct 13th, 2009</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #153: Lone Wolf Killers</title>
		<link>http://www.industrybroadcast.com/2009/10/08/audio-article-153-lone-wolf-killers/</link>
		<comments>http://www.industrybroadcast.com/2009/10/08/audio-article-153-lone-wolf-killers/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 12:33:51 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[book collection]]></category>
		<category><![CDATA[gamedev.net]]></category>
		<category><![CDATA[lone wolf killers]]></category>
		<category><![CDATA[startups]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=567</guid>
		<description><![CDATA[The Gamedev.net book collection is back with more business insight, this time looks at those silent killers that doom your average startup and what to avoid if you plan on being more than just another casualty in the games industry Title: &#8220;Lone Wolf Killers&#8220; Book: Business and Production: A GameDev.net Collection &#8211; click to purchase [...]]]></description>
			<content:encoded><![CDATA[<p>The <a target="_blank" href="http://www.Gamedev.net" target="_blank">Gamedev.net</a> book collection is back with more business insight, this time looks at those silent killers that doom your average startup and what to avoid if you plan on being more than just another casualty in the games industry</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;Lone Wolf Killers</span><span style="color: #999999;">&#8220;</span></h2>
<h2><span style="color: #999999;">Book: </span><span style="color: #999999;"><a target="_blank" href="http://www.amazon.com/gp/product/1598638092?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1598638092">Business and Production: A GameDev.net Collection</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=1598638092" border="0" alt="" width="1" height="1" /> &#8211; <strong>click to purchase</strong></span></h2>
<h2><span style="color: #999999;">Publisher: <a target="_blank" href="http://www.courseptr.com/ptr_detail.cfm?group=Game%20Design%20%26%20Development&amp;subcat=Design%20%26%20Business%20Development&amp;isbn=978-1-58450-671-3" target="_blank">Course Technology PTR</a></span></h2>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Raymond Jacobs</span><span style="color: #999999;"> (</span><a target="_blank" href="http://www.gamedev.net" target="_blank"><span style="color: #999999;">www.gamedev.net)</span></a><span style="color: #999999;"><span style="color: #999999;"> </span></span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: <strong>Ryan Wiancko on July 23rd 2009</strong></span></span></h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>The Gamedev.net book collection is back with more business insight, this time looks at those silent killers that doom your average startup and what to avoid if you plan on being more than just another casualty in the games industry
Title: &#8220;Lon[...]</itunes:subtitle>
		<itunes:summary>The Gamedev.net book collection is back with more business insight, this time looks at those silent killers that doom your average startup and what to avoid if you plan on being more than just another casualty in the games industry
Title: &#8220;Lone Wolf Killers&#8220;
Book: Business and Production: A GameDev.net Collection &#8211; click to purchase
Publisher: Course Technology PTR
 
Written by: Raymond Jacobs (www.gamedev.net) 
Read aloud by: Ryan Wiancko on July 23rd 2009</itunes:summary>
		<itunes:keywords>Business, Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #141: Improving Downloads and Conversion Rates</title>
		<link>http://www.industrybroadcast.com/2009/08/28/audio-article-141-improving-downloads-and-conversion-rates/</link>
		<comments>http://www.industrybroadcast.com/2009/08/28/audio-article-141-improving-downloads-and-conversion-rates/#comments</comments>
		<pubDate>Fri, 28 Aug 2009 11:52:51 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[greyaliengames.com]]></category>
		<category><![CDATA[improving conversion rates]]></category>
		<category><![CDATA[increase downloads]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[jake birkett]]></category>
		<category><![CDATA[portals]]></category>
		<category><![CDATA[sales]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=523</guid>
		<description><![CDATA[Successful Indie Developer Jake Birkett is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into purchases! Title: &#8216;&#8216;14 Ways I increased downloads on my site&#8221; &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Successful Indie Developer <a target="_blank" href="http://www.greyaliengames.com" target="_blank">Jake Birkett</a> is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into purchases!</p>
<h2><span style="color: #999999;">Title: &#8216;</span><span style="color: #999999;">&#8216;<a target="_blank" href="http://greyaliengames.com/blog/14-ways-i-increased-downloads-on-my-site/" target="_blank">14 Ways I increased downloads on my site</a>&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title B: &#8216;</span><span style="color: #999999;">&#8216;<a target="_blank" href="http://greyaliengames.com/blog/tips-on-improving-conversion-rate/" target="_blank">Tips on Improving Conversion Rates</a>&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Jake Birkett </span><span style="color: #999999;">(<a target="_blank" href="http://www.greyaliengames.com" target="_blank">www.greyaliengames.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on August 28th, 2009<br />
</span></h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Successful Indie Developer Jake Birkett is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into pur[...]</itunes:subtitle>
		<itunes:summary>Successful Indie Developer Jake Birkett is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into purchases!
Title: &#8216;&#8216;14 Ways I increased downloads on my site&#8221; &#8211; Original Article
Title B: &#8216;&#8216;Tips on Improving Conversion Rates&#8221; &#8211; Original Article
Written by: Jake Birkett (www.greyaliengames.com) 
Read aloud by: Ryan Wiancko on August 28th, 2009
</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #135: Casual Games Manifesto</title>
		<link>http://www.industrybroadcast.com/2009/07/24/audio-article-135-casual-games-manifesto/</link>
		<comments>http://www.industrybroadcast.com/2009/07/24/audio-article-135-casual-games-manifesto/#comments</comments>
		<pubDate>Fri, 24 Jul 2009 09:16:16 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[customer loyalty]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[long term]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[manifesto]]></category>
		<category><![CDATA[portals]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=502</guid>
		<description><![CDATA[Lost Garden&#8217;s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Lost Garden&#8217;s very own Daniel Cook</a> is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense of long term loyalty.  More importantly he delves into what the Casual Developer can do to break this short-sighted addiction and create life-long revenue streams from a loyal customer base</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" target="_blank">Casual Games Manifesto</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on July 24th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Lost Garden&#8217;s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists [...]</itunes:subtitle>
		<itunes:summary>Lost Garden&#8217;s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense of long term loyalty.  More importantly he delves into what the Casual Developer can do to break this short-sighted addiction and create life-long revenue streams from a loyal customer base
Title: &#8220;Casual Games Manifesto&#8220; &#8211; Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on July 24th, 2009</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #134: How to Ship a Commercial Game w/out quitting your day job</title>
		<link>http://www.industrybroadcast.com/2009/07/22/audio-article-134-how-to-ship-a-commercial-game-wout-quitting-your-day-job/</link>
		<comments>http://www.industrybroadcast.com/2009/07/22/audio-article-134-how-to-ship-a-commercial-game-wout-quitting-your-day-job/#comments</comments>
		<pubDate>Thu, 23 Jul 2009 07:56:13 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[business and production for games]]></category>
		<category><![CDATA[first game]]></category>
		<category><![CDATA[gamedev collection]]></category>
		<category><![CDATA[gamedev.net]]></category>
		<category><![CDATA[raymond jacobs]]></category>
		<category><![CDATA[starting out]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=499</guid>
		<description><![CDATA[The first rule of indie game development is that it is difficult; very often you have low-to-no budget, and most of the work is done by one or two people in their spare time. Unless you are independently wealthy, you're going to need a day job; it doesn't matter what it is as long as it pays the bills and gives you enough time to work on your game]]></description>
			<content:encoded><![CDATA[<p>The <a target="_blank" href="http://www.Gamedev.net" target="_blank">Gamedev.net</a> book collection is here to bring you more insight and how!  Today we go over some advice for those looking to make their first product on their own, things to look out for, to plan for and to avoid in order to see your first indie product from start to ship.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;How to ship your first commercial game without quitting your day job</span><span style="color: #999999;">&#8220;</span></h2>
<h2><span style="color: #999999;">Book: </span><span style="color: #999999;"><a target="_blank" href="http://www.amazon.com/gp/product/1598638092?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1598638092">Business and Production: A GameDev.net Collection</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=1598638092" border="0" alt="" width="1" height="1" /> &#8211; <strong>click to purchase</strong></span></h2>
<h2><span style="color: #999999;">Publisher: <a target="_blank" href="http://www.courseptr.com/ptr_detail.cfm?group=Game%20Design%20%26%20Development&amp;subcat=Design%20%26%20Business%20Development&amp;isbn=978-1-58450-671-3" target="_blank">Course Technology PTR</a></span></h2>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Raymond Jacobs</span><span style="color: #999999;"> (</span><a target="_blank" href="http://www.gamedev.net" target="_blank"><span style="color: #999999;">www.gamedev.net)</span></a><span style="color: #999999;"><span style="color: #999999;"> </span></span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: <strong>Ryan Wiancko on July 23rd 2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/07/22/audio-article-134-how-to-ship-a-commercial-game-wout-quitting-your-day-job/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/499/0/IB134-Gamedevnet-HowtoShipaCommercialGame.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>The first rule of indie game development is that it is difficult; very often you have low-to-no budget, and most of the work is done by one or two people in their spare time. Unless you are independently wealthy, you're going to need a day job; it d[...]</itunes:subtitle>
		<itunes:summary>The first rule of indie game development is that it is difficult; very often you have low-to-no budget, and most of the work is done by one or two people in their spare time. Unless you are independently wealthy, you're going to need a day job; it doesn't matter what it is as long as it pays the bills and gives you enough time to work on your game</itunes:summary>
		<itunes:keywords>Business, Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #130: Protecting your Startup from Being Shotdown Pt.2</title>
		<link>http://www.industrybroadcast.com/2009/07/07/audio-article-130-protecting-your-startup-from-being-shotdown-pt-2/</link>
		<comments>http://www.industrybroadcast.com/2009/07/07/audio-article-130-protecting-your-startup-from-being-shotdown-pt-2/#comments</comments>
		<pubDate>Wed, 08 Jul 2009 07:45:38 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[emscharf.com]]></category>
		<category><![CDATA[eric scharf]]></category>
		<category><![CDATA[hiring]]></category>
		<category><![CDATA[start up]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=485</guid>
		<description><![CDATA[You are going to be running a business and building products that, God willing, are going to pay your bills and then some. You are not obligated to shelter newcomers from what most in the games industry have had to endure early in their careers. The financial commitment you are about to make with your private investor does, however, obligate you to avoid “cheap hires and fast fires.”]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.emscharf.com " target="_blank">Eric Scharf</a> and his insight once again grace the pages of Industrybroadcast.com.  Today we are looking at the second of 4 parts of his Protecting your Startup from being shot down article, covering some of the steps to take in the beginning of the process to ensure continued lasting success.</p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://emscharf-the-genuine-article.blogspot.com/2009/05/protecting-your-start-up-from-being_09.html" target="_blank">Protecting your Start-up from Being Shot Down (Pt2)</a></span><span style="color: #999999;">&#8216; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Eric Scharf </span><span style="color: #999999;">(<a target="_blank" href="http://www.emscharf.com " target="_blank"><strong>www.emscharf.com</strong></a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on July 8th 2009<br />
</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/07/07/audio-article-130-protecting-your-startup-from-being-shotdown-pt-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/485/0/IB130-EricScharf-ProtectingYourStartup_pt2.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>You are going to be running a business and building products that, God willing, are going to pay your bills and then some. You are not obligated to shelter newcomers from what most in the games industry have had to endure early in their careers. The[...]</itunes:subtitle>
		<itunes:summary>You are going to be running a business and building products that, God willing, are going to pay your bills and then some. You are not obligated to shelter newcomers from what most in the games industry have had to endure early in their careers. The financial commitment you are about to make with your private investor does, however, obligate you to avoid “cheap hires and fast fires.”</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #129: Choosing and Supporting Leads</title>
		<link>http://www.industrybroadcast.com/2009/07/07/audio-article-129-choosing-and-supporting-leads/</link>
		<comments>http://www.industrybroadcast.com/2009/07/07/audio-article-129-choosing-and-supporting-leads/#comments</comments>
		<pubDate>Tue, 07 Jul 2009 10:03:19 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[Course Technology PTR]]></category>
		<category><![CDATA[seth spaulding]]></category>
		<category><![CDATA[team leadership in the game industry]]></category>
		<category><![CDATA[team leads]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=482</guid>
		<description><![CDATA[Seth Spaulding&#8216;s has graced us with another condensed chapter from his new Book: &#8220;Team Leadership in the Game Industry&#8220;.  Today we look at what it takes to be a lead, from the studio&#8217;s perspective, who they are going to support and how as well as the downfalls of supporting the wrong person and the warning [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.artdepartmentconfidential.com/" target="_blank">Seth Spaulding</a>&#8216;s has graced us with another condensed chapter from his new Book: &#8220;<a target="_blank" href="http://www.amazon.com/gp/product/1598635727?ie=UTF8&amp;amp;tag=industbroadc-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=1598635727" target="_blank">Team Leadership in the Game Industry</a>&#8220;.  Today we look at what it takes to be a lead, from the studio&#8217;s perspective, who they are going to support and how as well as the downfalls of supporting the wrong person and the warning signs to look out for.</p>
<h2><span style="color: #999999;">Chapter: </span><span style="color: #999999;">&#8220;Choosing and Supporting Leads&#8221;</span></h2>
<h2><span style="color: #999999;">Book: <a target="_blank" href="http://www.amazon.com/gp/product/1598635727?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1598635727" target="_blank">Team Leadership in the Game Industry</a> &#8211; <strong>click to purchase</strong></span></h2>
<h2><span style="color: #999999;">Publisher: <a target="_blank" href="http://www.courseptr.com/" target="_blank">Course Technology PTR</a></span></h2>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: <a target="_blank" href="http://www.artdepartmentconfidential.com/" target="_blank">Seth Spaulding</a><br />
</span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on July 7th <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/07/07/audio-article-129-choosing-and-supporting-leads/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/482/0/IB129-SethSpaulding-ChoosingLeads_Ch3.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Seth Spaulding&#8216;s has graced us with another condensed chapter from his new Book: &#8220;Team Leadership in the Game Industry&#8220;.  Today we look at what it takes to be a lead, from the studio&#8217;s perspective, who they are going to suppo[...]</itunes:subtitle>
		<itunes:summary>Seth Spaulding&#8216;s has graced us with another condensed chapter from his new Book: &#8220;Team Leadership in the Game Industry&#8220;.  Today we look at what it takes to be a lead, from the studio&#8217;s perspective, who they are going to support and how as well as the downfalls of supporting the wrong person and the warning signs to look out for.
Chapter: &#8220;Choosing and Supporting Leads&#8221;
Book: Team Leadership in the Game Industry &#8211; click to purchase
Publisher: Course Technology PTR
 
Written by: Seth Spaulding

Read aloud by: Ryan Wiancko on July 7th 2009</itunes:summary>
		<itunes:keywords>Business, Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #127: What Publishers Want</title>
		<link>http://www.industrybroadcast.com/2009/06/19/audio-article-127-what-publishers-want/</link>
		<comments>http://www.industrybroadcast.com/2009/06/19/audio-article-127-what-publishers-want/#comments</comments>
		<pubDate>Fri, 19 Jun 2009 09:52:56 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[Course Technology PTR]]></category>
		<category><![CDATA[david perry]]></category>
		<category><![CDATA[dperry.com]]></category>
		<category><![CDATA[game design book]]></category>
		<category><![CDATA[pitching]]></category>
		<category><![CDATA[publishers]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=471</guid>
		<description><![CDATA[Today we are proud to present the first of what will be many audio articles taken out of David Perry&#8216;s new Book:  David Perry on Game Design: A Brainstorming ToolBox.  I have taken bits and pieces from a condensed version of Chapter 4(What Publishers want) to bring to you some insight on how to get [...]]]></description>
			<content:encoded><![CDATA[<p>Today we are proud to present the first of what will be many audio articles taken out of <a target="_blank" href="http://www.dperry.com" target="_blank">David Perry</a>&#8216;s new Book:  <a target="_blank" href="http://www.amazon.com/gp/product/1584506687?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1584506687">David Perry on Game Design: A Brainstorming ToolBox</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=1584506687" border="0" alt="" width="1" height="1" />.  I have taken bits and pieces from a condensed version of Chapter 4(What Publishers want) to bring to you some insight on how to get your game proposal taken seriously and who to take it to for the best results.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;What Publishers Want</span><span style="color: #999999;">&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Book: <a target="_blank" href="http://www.amazon.com/gp/product/1584506687?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1584506687">David Perry on Game Design: A Brainstorming ToolBox</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=1584506687" border="0" alt="" width="1" height="1" /></span></h2>
<h2><span style="color: #999999;">Written by: David Perry </span><span style="color: #999999;">(</span><a target="_blank" href="http://www.dperry.com" target="_blank"><span style="color: #999999;">www.dperry.com</span></a><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on June 19th, 2009</span> </span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/06/19/audio-article-127-what-publishers-want/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/471/0/Ib127-DavidPerry-GameDesignBook_Chapter4.mp3" length="6734939" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Today we are proud to present the first of what will be many audio articles taken out of David Perry&#8216;s new Book:  David Perry on Game Design: A Brainstorming ToolBox.  I have taken bits and pieces from a condensed version of Chapter 4(What Pub[...]</itunes:subtitle>
		<itunes:summary>Today we are proud to present the first of what will be many audio articles taken out of David Perry&#8216;s new Book:  David Perry on Game Design: A Brainstorming ToolBox.  I have taken bits and pieces from a condensed version of Chapter 4(What Publishers want) to bring to you some insight on how to get your game proposal taken seriously and who to take it to for the best results.
Title: &#8220;What Publishers Want&#8221; &#8211; Original Article
Book: David Perry on Game Design: A Brainstorming ToolBox
Written by: David Perry (www.dperry.com) 
Read aloud by: Ryan Wiancko on June 19th, 2009 </itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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