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	<title>IndustryBroadcast &#187; Management</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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		<title>IndustryBroadcast</title>
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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" />
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	<itunes:category text="Business" />
	<itunes:author>RyanW</itunes:author>
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		<itunes:name>RyanW</itunes:name>
		<itunes:email>ryan@industrybroadcast.com</itunes:email>
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		<title>Audio Article #013 (a + b): Turn around Time</title>
		<link>http://www.industrybroadcast.com/2010/09/20/audio-article-013-a-b-turn-around-time/</link>
		<comments>http://www.industrybroadcast.com/2010/09/20/audio-article-013-a-b-turn-around-time/#comments</comments>
		<pubDate>Mon, 20 Sep 2010 18:05:53 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[built time]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[level load]]></category>
		<category><![CDATA[optimize]]></category>
		<category><![CDATA[schizoid]]></category>
		<category><![CDATA[torpex games]]></category>
		<category><![CDATA[turn around]]></category>
		<category><![CDATA[turn around time]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=668</guid>
		<description><![CDATA[We are coming back to Jamie Fristroms &#8216;Manage in Strange Lands&#8217; 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 [...]]]></description>
			<content:encoded><![CDATA[<p>We are coming back to Jamie Fristroms &#8216;Manage in Strange Lands&#8217; 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</p>
<h2>Title: &#8216;Turn around Time&#8217;</h2>
<h2>Written by: Jamie Fristrom(<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>)</h2>
<h2>Read aloud by: Ryan Wiancko on October 30th, 2008</h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We are coming back to Jamie Fristroms &#8216;Manage in Strange Lands&#8217; 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 [...]</itunes:subtitle>
		<itunes:summary>We are coming back to Jamie Fristroms &#8216;Manage in Strange Lands&#8217; 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: &#8216;Turn around Time&#8217;
Written by: Jamie Fristrom(www.gamedevblog.com)
Read aloud by: Ryan Wiancko on October 30th, 2008</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Audio Article #011: 10 Tips for better playtesting</title>
		<link>http://www.industrybroadcast.com/2010/09/17/audio-article-011-10-tips-for-better-playtesting/</link>
		<comments>http://www.industrybroadcast.com/2010/09/17/audio-article-011-10-tips-for-better-playtesting/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 10:00:02 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[bruno urbain]]></category>
		<category><![CDATA[bruno-urbain.com]]></category>
		<category><![CDATA[playtesting]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=660</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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</p>
<h2>Title: &#8217;10 Tips on Playtesting&#8217;</h2>
<h2>Written by: Bruno Urbain(<a target="_blank" href="www.bruno-urbain.com" target="_blank">www.bruno-urbain.com</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on September 17th 2010</h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 an[...]</itunes:subtitle>
		<itunes:summary>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: &#8217;10 Tips on Playtesting&#8217;
Written by: Bruno Urbain(www.bruno-urbain.com)
Re-Read aloud by: Ryan Wiancko on September 17th 2010</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Audio Article #005: Milestones Considered Harmful?</title>
		<link>http://www.industrybroadcast.com/2010/09/07/audio-article-5-milestones-considered-harmful-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/07/audio-article-5-milestones-considered-harmful-2/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 03:37:34 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[milestones]]></category>
		<category><![CDATA[optimistic goals]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=628</guid>
		<description><![CDATA[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: &#8216;Milestones Considered Harmful?&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) Re-Read aloud by: Ryan Wiancko on September 7th 2010]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2><strong>Title: &#8216;Milestones Considered Harmful?&#8217; </strong></h2>
<h2><strong>Written by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></h2>
<h2><strong>Re-Read aloud by: Ryan Wiancko on September 7th 2010<br />
</strong></h2>
]]></content:encoded>
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			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/628/0/IB005-JamieFristrom-MilestonesHarmful.mp3" length="6090070" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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: &#8216;Milestones Considered Harmful?&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com[...]</itunes:subtitle>
		<itunes:summary>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: &#8216;Milestones Considered Harmful?&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud by: Ryan Wiancko on September 7th 2010
</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #004: Crunch</title>
		<link>http://www.industrybroadcast.com/2010/09/07/audio-article-004-crunch/</link>
		<comments>http://www.industrybroadcast.com/2010/09/07/audio-article-004-crunch/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 11:21:42 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[crunch]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=623</guid>
		<description><![CDATA[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 &#8216;Teamicide&#8217; Title: &#8216;Crunch&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) Re-Read aloud by: Ryan Wiancko on September 7th 2010]]></description>
			<content:encoded><![CDATA[<p>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 &#8216;Teamicide&#8217;</p>
<h2><span style="color: #999999;"><strong>Title: &#8216;Crunch&#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 7th 2010<br />
</strong></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>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 &#8216;Teamicide&#8217;
Title: &#8216;Crunch&#8217; 
Written by: Jam[...]</itunes:subtitle>
		<itunes:summary>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 &#8216;Teamicide&#8217;
Title: &#8216;Crunch&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud by: Ryan Wiancko on September 7th 2010
</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<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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		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/619/0/IB003-JamieFristrom-MostProjectsSuck.mp3" length="1" type="audio/mpeg" />
		<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 #002: Books are Good</title>
		<link>http://www.industrybroadcast.com/2010/09/03/audio-article-002-books-are-good/</link>
		<comments>http://www.industrybroadcast.com/2010/09/03/audio-article-002-books-are-good/#comments</comments>
		<pubDate>Fri, 03 Sep 2010 11:59:08 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=607</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2><strong>Title:  &#8216;Books are Good&#8217; </strong></h2>
<h2><strong>Written  by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></h2>
<h2><strong><em>Re-</em>Read  aloud by: Ryan Wiancko on September 2nd 2010<br />
</strong></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>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 [...]</itunes:subtitle>
		<itunes:summary>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:  &#8216;Books are Good&#8217; 
Written  by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read  aloud by: Ryan Wiancko on September 2nd 2010
</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #001: Production Testing and Bug Tracking</title>
		<link>http://www.industrybroadcast.com/2010/09/02/audio-article-1-production-testing-and-bug-tracking-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/02/audio-article-1-production-testing-and-bug-tracking-2/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 22:58:30 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[bug testing]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tracking]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=594</guid>
		<description><![CDATA[IndustryBroadcast.com&#8217;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 &#8216;a living hell&#8217; Title: &#8216;Production Testing and Bug Tracking&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) ReRead aloud by: Ryan Wiancko [...]]]></description>
			<content:encoded><![CDATA[<p>IndustryBroadcast.com&#8217;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 &#8216;a living hell&#8217;</p>
<h2><span style="color: #999999;"><strong>Title: &#8216;Production Testing and Bug Tracking&#8217; </strong></span></h2>
<h2><span style="color: #999999;"><strong>Written by: Jamie Fristrom (<a href="http://www.gamedevblog.com">www.gamedevblog.com</a>) </strong></span></h2>
<h2><span style="color: #999999;"><strong>ReRead aloud by: Ryan Wiancko on Sept 2nd, 2010</strong></span></h2>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/594/0/IB001-JamieFristrom-Prodtesting_BugTracking.mp3" length="25996840" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>IndustryBroadcast.com&#8217;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 [...]</itunes:subtitle>
		<itunes:summary>IndustryBroadcast.com&#8217;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 &#8216;a living hell&#8217;
Title: &#8216;Production Testing and Bug Tracking&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
ReRead aloud by: Ryan Wiancko on Sept 2nd, 2010</itunes:summary>
		<itunes:keywords>Management</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>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/08/audio-article-153-lone-wolf-killers/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/567/0/IB153-Gamedev-LoneWolfKiller.mp3" length="1" type="audio/mpeg" />
		<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 #147: Leadership Types and Traits; Assessment and Development Strategies</title>
		<link>http://www.industrybroadcast.com/2009/09/16/audio-article-147-leadership-types-and-traits-assessment-and-development-strategies/</link>
		<comments>http://www.industrybroadcast.com/2009/09/16/audio-article-147-leadership-types-and-traits-assessment-and-development-strategies/#comments</comments>
		<pubDate>Wed, 16 Sep 2009 23:46:57 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[assessment]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[develop]]></category>
		<category><![CDATA[leaders]]></category>
		<category><![CDATA[leadership]]></category>
		<category><![CDATA[mentor]]></category>
		<category><![CDATA[seth spaulding]]></category>
		<category><![CDATA[team leadership in the game industry]]></category>
		<category><![CDATA[training]]></category>
		<category><![CDATA[traits]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=543</guid>
		<description><![CDATA[All leaders have one or more dominant leadership traits. They may excel at motivating a team, empowering the team members, involving them in decisions, or effectively leading in a directive or even authoritarian manner (note that “effectively” does not mean “popularly”). Great leaders demonstrate the ability to successfully use a greater number of distinct leadership techniques, depending on the situation and the needs of the team. 
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.artdepartmentconfidential.com/" target="_blank">Seth Spaulding</a>&#8216;s book: <span style="color: #999999;"><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></span> 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&#8217;s future leaders.</p>
<h2><span style="color: #999999;">Chapter 5: </span><span style="color: #999999;">&#8220;Leadership Types and Traits; Assessment and Development Strategies&#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/2009/09/16/audio-article-147-leadership-types-and-traits-assessment-and-development-strategies/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/543/0/IB147-SethSpaulding-Leaders_Ch5.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>All leaders have one or more dominant leadership traits. They may excel at motivating a team, empowering the team members, involving them in decisions, or effectively leading in a directive or even authoritarian manner (note that “effectively” does [...]</itunes:subtitle>
		<itunes:summary>All leaders have one or more dominant leadership traits. They may excel at motivating a team, empowering the team members, involving them in decisions, or effectively leading in a directive or even authoritarian manner (note that “effectively” does not mean “popularly”). Great leaders demonstrate the ability to successfully use a greater number of distinct leadership techniques, depending on the situation and the needs of the team.</itunes:summary>
		<itunes:keywords>Management</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>
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		<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>
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