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Sep

We are coming back to Jamie Fristroms ‘Manage in Strange Lands’ series with a two part article on Turn around time. While briefly touching on content development the bulk of this Article deals with compile times and programming oriented issues in speeding up your overall turnaround in order to avoid downtime and the loss of flow

Title: ‘Turn around Time’

Written by: Jamie Fristrom(www.gamedevblog.com)

Read aloud by: Ryan Wiancko on October 30th, 2008

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Rating: 10.0/10 (2 votes cast)

Sep

Our first Bruno-Urbain set starts off with an Article on Playtesting.As we dive into the heart of this well written piece we discuss pitfalls to avoid.  We touch on areas such as how to prepare your team to best handle the criticism of their work and how to get the most of your playtesting team

Title: ’10 Tips on Playtesting’

Written by: Bruno Urbain(www.bruno-urbain.com)

Re-Read aloud by: Ryan Wiancko on September 17th 2010

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Rating: 6.5/10 (2 votes 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: 10.0/10 (1 vote 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 (3 votes cast)

Oct

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: “Lone Wolf Killers

Book: Business and Production: A GameDev.net Collectionclick to purchase

Publisher: Course Technology PTR

Written by: Raymond Jacobs (www.gamedev.net)

Read aloud by: Ryan Wiancko on July 23rd 2009

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Rating: 10.0/10 (6 votes cast)

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 Industryclick to purchase

Publisher: Course Technology PTR

Written by: Seth Spaulding

Read aloud by: Ryan Wiancko on July 7th 2009

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Rating: 10.0/10 (3 votes cast)

Jul

The Gamedev.net 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.

Title: “How to ship your first commercial game without quitting your day job

Book: Business and Production: A GameDev.net Collectionclick to purchase

Publisher: Course Technology PTR

Written by: Raymond Jacobs (www.gamedev.net)

Read aloud by: Ryan Wiancko on July 23rd 2009

VN:F [1.9.10_1130]
Rating: 10.0/10 (3 votes cast)
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