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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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	<copyright>2010 </copyright>
	<managingEditor>ryan@industrybroadcast.com (RyanW)</managingEditor>
	<webMaster>ryan@industrybroadcast.com (RyanW)</webMaster>
	<category>Video Game Industry</category>
	<ttl>1440</ttl>
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		<title>IndustryBroadcast &#187; Management</title>
		<link>http://www.industrybroadcast.com</link>
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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>
	<itunes:owner>
		<itunes:name>RyanW</itunes:name>
		<itunes:email>ryan@industrybroadcast.com</itunes:email>
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		<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>admin</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>00:01:01</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 ...</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:  'Books are Good' 
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>
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		<item>
		<title>Audio Article #1: 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>admin</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 (www.gamedevblog.com) </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>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</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>admin</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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		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</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 ...</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: "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</itunes:summary>
		<itunes:keywords>Business, Management, Starting Out</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>admin</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>
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		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/543/0/IB147-SethSpaulding-Leaders_Ch5.mp3" length="5861757" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</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>admin</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>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</itunes:summary>
		<itunes:keywords>Business, Game Design, Indie Development, Management, Starting Out</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #132: Continuous Deployment</title>
		<link>http://www.industrybroadcast.com/2009/07/18/audio-article-132-continuous-deployment/</link>
		<comments>http://www.industrybroadcast.com/2009/07/18/audio-article-132-continuous-deployment/#comments</comments>
		<pubDate>Sun, 19 Jul 2009 07:13:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[continuous deployment]]></category>
		<category><![CDATA[joe ludwig]]></category>
		<category><![CDATA[mmorpg]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[pirates of the burning sea]]></category>
		<category><![CDATA[programmerjoe.com]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=493</guid>
		<description><![CDATA[If it takes seven and a half hours to deploy a new build you obviously aren’t going to get more than one of them out in an 8 hour work day. Let’s forget for a moment that IMVU is able to do this in 15 minutes and pretend that our target is an hour. ]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.programmerjoe.com" target="_blank">Joe Ludwig</a>, 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</p>
<h2><span style="color: #999999;">Title A: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://programmerjoe.com/2009/02/12/continuous-deployment-with-thick-clients/" target="_blank">Continuous Deployment</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 July 19th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/07/18/audio-article-132-continuous-deployment/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Joe Ludwig, aka programmer Joe introduces us to the continuous deployment process and how it could be incorporated into an MMO setting.   Comparing it ...</itunes:subtitle>
		<itunes:summary>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</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 #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>admin</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>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</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 #128: Code Review Methods</title>
		<link>http://www.industrybroadcast.com/2009/06/21/audio-article-128-code-review-methods/</link>
		<comments>http://www.industrybroadcast.com/2009/06/21/audio-article-128-code-review-methods/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 03:14:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[automated review]]></category>
		<category><![CDATA[blitz arcade]]></category>
		<category><![CDATA[blocked review]]></category>
		<category><![CDATA[code review]]></category>
		<category><![CDATA[lee winder]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[spreetree.net]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=478</guid>
		<description><![CDATA[Usually people would be given a couple of days to review the code before everyone involved would sit around a table and discuss what they had found. The advantage to this is that it gets people talking. You are sat around a table together and it’s a great way to get people participating. Unfortunately it also forces people into thinking they must contribute rather than simply being happy with what is in front of them and it’s a drain on resources and time]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.spreetree.net" target="_blank">Lee Winder</a> 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&#8217;t.</p>
<h2><span style="color: #999999;">Title A: &#8216;<a target="_blank" href="http://www.spreetree.net/blog/?p=145" target="_blank">Code Review Methods</a></span><span style="color: #999999;">&#8216; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Lee Winder </span><span style="color: #999999;">(<a target="_blank" href="http://www.spreetree.net" target="_blank">www.spreetree.net</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on June 21st, 2009</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/06/21/audio-article-128-code-review-methods/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/478/0/IB128-LeeWinder-CodeReviewMethods.mp3" length="3850164" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</itunes:summary>
		<itunes:keywords>Management, Software and Programming</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #117(A+B): Improving Dev. Efficiency &#8211; Why Stages gates are Wrong</title>
		<link>http://www.industrybroadcast.com/2009/05/28/audio-article-117ab-improving-dev-efficiency-why-stages-gates-are-wrong/</link>
		<comments>http://www.industrybroadcast.com/2009/05/28/audio-article-117ab-improving-dev-efficiency-why-stages-gates-are-wrong/#comments</comments>
		<pubDate>Fri, 29 May 2009 08:08:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[agile]]></category>
		<category><![CDATA[bottom line]]></category>
		<category><![CDATA[efficiency]]></category>
		<category><![CDATA[iteration]]></category>
		<category><![CDATA[joe ludwig]]></category>
		<category><![CDATA[programmer joe]]></category>
		<category><![CDATA[programmerjoe.com]]></category>
		<category><![CDATA[stage gates]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=419</guid>
		<description><![CDATA[Game development is a very iterative process, where each iteration results in a game that is better than it was in the previous iteration. Every second that you can pull out of the iteration time of each of the members of your team is going to buy you many additional iteration cycles over the course of the project and have a big impact.]]></description>
			<content:encoded><![CDATA[<p>Today is the first of what will be many articles by Programming legend <a target="_blank" href="http://www.programmerjoe.com" target="_blank">Joe Ludwig</a>, yes the programmer Joe.  Today we take 2 of Joe&#8217;s articles and combine them into one great piece about efficiency, both on the individual developer level as well as the studio level</p>
<h2><span style="color: #999999;">Title A: </span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"><a target="_blank" href="http://programmerjoe.com/2007/01/17/ten-ways-to-improve-developer-efficiency/" target="_blank">How to Improve Developer Efficiency</a>&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title B: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://programmerjoe.com/2007/02/04/stage-gates-are-wrong-for-games/" target="_blank">Why Stage-Gates are Wrong for Games</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2></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 May 29th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/419/0/IB117(AB)-JoeLudwig-10Ways_StepGates.mp3" length="6584487" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</itunes:summary>
		<itunes:keywords>Business, Management, Software and Programming</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #115: The Anatomy of a Game-Development Company</title>
		<link>http://www.industrybroadcast.com/2009/05/26/audio-article-115-the-anatomy-of-a-game-development-company/</link>
		<comments>http://www.industrybroadcast.com/2009/05/26/audio-article-115-the-anatomy-of-a-game-development-company/#comments</comments>
		<pubDate>Tue, 26 May 2009 21:41:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[anatomy of a company]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[Course Technology PTR]]></category>
		<category><![CDATA[leader]]></category>
		<category><![CDATA[leadership]]></category>
		<category><![CDATA[manager]]></category>
		<category><![CDATA[seth spaulding]]></category>
		<category><![CDATA[team leadership in the game industry]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=411</guid>
		<description><![CDATA[Establishing and communicating the organizational structure of your company is the first step towards ensuring that your people understand their roles and are able to approach development in a reasonable fashion. Managers and leaders can also spot bottlenecks and areas of over and under-staffing in their company by building an organizational chart like the ones found in this chapter.]]></description>
			<content:encoded><![CDATA[<p>Today is another day of firsts for IB, this time we have the pleasure of reading a condensed chapter from<a target="_blank" href="http://www.artdepartmentconfidential.com/" target="_blank"> Seth Spaulding</a>&#8216;s 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;.  We&#8217;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.</p>
<h2><span style="color: #999999;">Chapter: </span><span style="color: #999999;">&#8220;The Anatomy of a Game-Development Company&#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 May 26th <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</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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