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Email Updates
- Your game industry in your words: Week of February 3
- Get a job: Visceral Games, 2K Marin, and others hiring now on the Gamasutra jobs board
- Another ratings group and 470,000 game addicts, this week in Korean news
- Apple removes several iOS copycat games from one offending developer
- Halfbrick, Bejeweled, Pocket Gems talks added to GDC 2012 Smartphone Summit
- Best of Indie Games: From The Cat that Got the Milk to Hack, Slash, Loot
- Disgaea performance boosts Nippon Ichi earnings estimates
- Report: Layoffs hit EA's Vancouver branch as company makes digital shift
- Microsoft's Xbox Live policy director resigning
- Kingdom Rush takes on Where's My Water? on iPad charts
- News: Viacom earnings fall, Harmonix dispute blamed
- News: SEGA 9 month profit down 6.6% YoY as games buoyed by Pachinko
- News: Eutechnyx signs Brain in a Jar for latest racing game
- News: Nippon Ichi increases net income forecast to ¥203m
- News: Zynga designer and Nexon exec join AIAS board
- News: Seamus Blackley: iOS is the "new arcade", 99c the "new quarter"
- News: Xbox marketing head joins Apple
- News: 6Waves Lolapps denies breaching NDA with Spry Fox
- News: GFACE launches Crytek backed freemium service
- News: DDM appoints new director of business development
- News: Harvest Moon creator Yasuhiro Wada founds new studio
- News: DeNA Studios Canada opens in Vancouver
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Blogroll
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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
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
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
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.

