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Please Vote
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 Collection
– click to purchase
Publisher: Course Technology PTR
Written by: Raymond Jacobs (www.gamedev.net)
Read aloud by: Ryan Wiancko on July 23rd 2009
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
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 Collection
– click to purchase
Publisher: Course Technology PTR
Written by: Raymond Jacobs (www.gamedev.net)
Read aloud by: Ryan Wiancko on July 23rd 2009
Jul
Joe Ludwig, aka programmer Joe introduces us to the continuous deployment process and how it could be incorporated into an MMO setting. Comparing it directly to the process used in running Pirates of the Burning Sea to demonstrate how properly implemented Continuous deployment would drastically improve efficiency and reduce times to implement patches/updates
Title A: “Continuous Deployment“ – Original Article
Written by: Joe Ludwig(programmerjoe.com)
Read aloud by: Ryan Wiancko on July 19th, 2009
Jul
Seth Spaulding‘s has graced us with another condensed chapter from his new Book: “Team Leadership in the Game Industry“. Today we look at what it takes to be a lead, from the studio’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: “Choosing and Supporting Leads”
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
Seth Spaulding - Team Leadership in the Game Industry Ch3: Play Now | Play in Popup | Download (309)Jun
Lee Winder has written a great article detailing his experience over the years at Blitz Arcade with code review methods.. Which ones have worked the best at his company and which ones haven’t.
Title A: ‘Code Review Methods‘ – Original Article
Written by: Lee Winder (www.spreetree.net)
Read aloud by: Ryan Wiancko on June 21st, 2009
May
Today is the first of what will be many articles by Programming legend Joe Ludwig, yes the programmer Joe. Today we take 2 of Joe’s articles and combine them into one great piece about efficiency, both on the individual developer level as well as the studio level
Title A: “How to Improve Developer Efficiency“ – Original Article
Title B: “Why Stage-Gates are Wrong for Games“ – Original Article
Written by: Joe Ludwig(programmerjoe.com)
Read aloud by: Ryan Wiancko on May 29th, 2009
Joe Ludwig - Improve Dev Efficiency - Stage Gates Wrong for Games: Play Now | Play in Popup | Download (328)May
Today is another day of firsts for IB, this time we have the pleasure of reading a condensed chapter from Seth Spaulding‘s new Book: “Team Leadership in the Game Industry“. We’ll go over the 3 studio models based on scale(small, medium and large), general overview, strengths and weaknesses of each and challenges that leaders face in each of these situations.
Chapter: “The Anatomy of a Game-Development Company”
Book: Team Leadership in the Game Industry – click to purchase
Publisher: Course Technology PTR
Written by: Seth Spaulding
Read aloud by: Ryan Wiancko on May 26th 2009
Seth Spaulding - Team Leadership in the Game Industry Ch2: Play Now | Play in Popup | Download (314)May
Jamie Fristrom is back in this two part management article. The first section dealing with how to structure the hierarchy of your team to empower each member and boost morale. Secondly we talk about ‘The Dead Zone’ , the period on a production after the creative planning has been finished but before the testing has begun when it feels like nothing is getting accomplished.
Title A: ‘The Czar Chart‘ – Original Article
Title B: ‘The Dead Zone‘ – Original Article
Written by: Jamie Fristrom (www.gamedevblog.com)
Read aloud by: Ryan Wiancko on May 4th, 2009
Apr
Clinton Keith shares his insight today, based on the rule of the publisher why we need either Smaller teams of Longer Dev cycles to produce more great hits. In every publishers portfolio there is a healthy mix between proven franchises and newer riskier IP’s and with each type of project comes a different approach to how you mitigate the risk.
Mr. Keith is also putting on a 2 day Scrum Master seminar in Boston on May the 3rd and 4th. For more information simply click on the banner at the top of our home page.
















