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	<title>IndustryBroadcast &#187; Indie Development</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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	<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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		<title>Audio Article #141: Improving Downloads and Conversion Rates</title>
		<link>http://www.industrybroadcast.com/2009/08/28/audio-article-141-improving-downloads-and-conversion-rates/</link>
		<comments>http://www.industrybroadcast.com/2009/08/28/audio-article-141-improving-downloads-and-conversion-rates/#comments</comments>
		<pubDate>Fri, 28 Aug 2009 11:52:51 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[greyaliengames.com]]></category>
		<category><![CDATA[improving conversion rates]]></category>
		<category><![CDATA[increase downloads]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[jake birkett]]></category>
		<category><![CDATA[portals]]></category>
		<category><![CDATA[sales]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=523</guid>
		<description><![CDATA[Successful Indie Developer Jake Birkett is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into purchases! Title: &#8216;&#8216;14 Ways I increased downloads on my site&#8221; &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Successful Indie Developer <a target="_blank" href="http://www.greyaliengames.com" target="_blank">Jake Birkett</a> is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into purchases!</p>
<h2><span style="color: #999999;">Title: &#8216;</span><span style="color: #999999;">&#8216;<a target="_blank" href="http://greyaliengames.com/blog/14-ways-i-increased-downloads-on-my-site/" target="_blank">14 Ways I increased downloads on my site</a>&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title B: &#8216;</span><span style="color: #999999;">&#8216;<a target="_blank" href="http://greyaliengames.com/blog/tips-on-improving-conversion-rate/" target="_blank">Tips on Improving Conversion Rates</a>&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Jake Birkett </span><span style="color: #999999;">(<a target="_blank" href="http://www.greyaliengames.com" target="_blank">www.greyaliengames.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on August 28th, 2009<br />
</span></h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Successful Indie Developer Jake Birkett is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into pur[...]</itunes:subtitle>
		<itunes:summary>Successful Indie Developer Jake Birkett is back with more tips and tricks on how to maximize your next release!  Today we look at how to get more and more people downloading your game and then just as importantly how to turn those downloads into purchases!
Title: &#8216;&#8216;14 Ways I increased downloads on my site&#8221; &#8211; Original Article
Title B: &#8216;&#8216;Tips on Improving Conversion Rates&#8221; &#8211; Original Article
Written by: Jake Birkett (www.greyaliengames.com) 
Read aloud by: Ryan Wiancko on August 28th, 2009
</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #135: Casual Games Manifesto</title>
		<link>http://www.industrybroadcast.com/2009/07/24/audio-article-135-casual-games-manifesto/</link>
		<comments>http://www.industrybroadcast.com/2009/07/24/audio-article-135-casual-games-manifesto/#comments</comments>
		<pubDate>Fri, 24 Jul 2009 09:16:16 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[customer loyalty]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[long term]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[manifesto]]></category>
		<category><![CDATA[portals]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=502</guid>
		<description><![CDATA[Lost Garden&#8217;s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Lost Garden&#8217;s very own Daniel Cook</a> is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense of long term loyalty.  More importantly he delves into what the Casual Developer can do to break this short-sighted addiction and create life-long revenue streams from a loyal customer base</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" target="_blank">Casual Games Manifesto</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.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 24th, <strong>2009</strong></span></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>Lost Garden&#8217;s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists [...]</itunes:subtitle>
		<itunes:summary>Lost Garden&#8217;s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense of long term loyalty.  More importantly he delves into what the Casual Developer can do to break this short-sighted addiction and create life-long revenue streams from a loyal customer base
Title: &#8220;Casual Games Manifesto&#8220; &#8211; Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on July 24th, 2009</itunes:summary>
		<itunes:keywords>Business</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>
			<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>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>
	</item>
		<item>
		<title>Audio Article #122: Indie Games Should Cost More</title>
		<link>http://www.industrybroadcast.com/2009/06/08/audio-article-122-indie-games-should-cost-more/</link>
		<comments>http://www.industrybroadcast.com/2009/06/08/audio-article-122-indie-games-should-cost-more/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 17:09:30 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[amazon]]></category>
		<category><![CDATA[charge more]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[itunes]]></category>
		<category><![CDATA[jeff vogel]]></category>
		<category><![CDATA[price point]]></category>
		<category><![CDATA[spider web software]]></category>
		<category><![CDATA[spiderwebsoftware.com]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=457</guid>
		<description><![CDATA[Jeff Vogel is back with a great thought-provoking piece on the sorry financial state of affairs in the Indie Game world.  Are Indie developers being undercut, perhaps threatening this innovative and creative sector as costs continue to increase while sales prices continue to drop?  Jeff thinks so and we&#8217;re here to find out what we [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://jeff-vogel.blogspot.com" target="_blank">Jeff Vogel</a> is back with a great thought-provoking piece on the sorry financial state of affairs in the Indie Game world.  Are Indie developers being undercut, perhaps threatening this innovative and creative sector as costs continue to increase while sales prices continue to drop?  Jeff thinks so and we&#8217;re here to find out what we can do about it!</p>
<h2><span style="color: #999999;">Title </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://jeff-vogel.blogspot.com/2009/04/indie-games-should-cost-more-pt-1.html" target="_blank">Indie Games should cost more</a><a target="_blank" href="http://jeff-vogel.blogspot.com/2009/03/so-heres-how-many-games-i-sell.html" target="_blank"></a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Jeff Vogel  (<a target="_blank" href="http://jeff-vogel.blogspot.com" target="_blank">jeff-vogel.blogspot.com</a>)</span></h2>
<h2><span style="color: #999999;">Company: <a target="_blank" href="http://www.spiderwebsoftware.com" target="_blank">Spiderweb Software</a><br />
</span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on June 8th, <strong>2009</strong></span></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>Jeff Vogel is back with a great thought-provoking piece on the sorry financial state of affairs in the Indie Game world.  Are Indie developers being undercut, perhaps threatening this innovative and creative sector as costs continue to increase whil[...]</itunes:subtitle>
		<itunes:summary>Jeff Vogel is back with a great thought-provoking piece on the sorry financial state of affairs in the Indie Game world.  Are Indie developers being undercut, perhaps threatening this innovative and creative sector as costs continue to increase while sales prices continue to drop?  Jeff thinks so and we&#8217;re here to find out what we can do about it!
Title &#8220;Indie Games should cost more&#8220; &#8211; Original Article
 
Written by: Jeff Vogel  (jeff-vogel.blogspot.com)
Company: Spiderweb Software

Read aloud by: Ryan Wiancko on June 8th, 2009</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #105 &#8211; So here&#8217;s how many games I sell</title>
		<link>http://www.industrybroadcast.com/2009/04/29/audio-article-105-so-heres-how-many-games-i-sell/</link>
		<comments>http://www.industrybroadcast.com/2009/04/29/audio-article-105-so-heres-how-many-games-i-sell/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 08:22:09 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[costs]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[geneforge 4]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[jeff vogel]]></category>
		<category><![CDATA[jeff-vogel.blogspot.com]]></category>
		<category><![CDATA[money]]></category>
		<category><![CDATA[profits]]></category>
		<category><![CDATA[spidereweb software]]></category>
		<category><![CDATA[spiderwebsoftware.com]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=363</guid>
		<description><![CDATA[How many copies of a game does Spiderweb Software sell? It's a really reasonable question. After all, making a game is a long and punishing process. ]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://jeff-vogel.blogspot.com" target="_blank">Jeff Vogel</a> starts off his debut IndustryBroadcast article with a huge splash as he goes where hardly any other developer will go and breaks down the costs/sales figures for one of <a target="_blank" href="http://www.spiderwebsoftware.com" target="_blank">Spiderweb Software&#8217;s</a> games : <a target="_blank" href="http://www.spiderwebsoftware.com/geneforge4/index.html" target="_blank">Geneforge 4: Rebellion</a>.  This is an absolute must listen for any developer new or experienced to have something to get a little perspective on</p>
<h2><span style="color: #999999;">Title </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://jeff-vogel.blogspot.com/2009/03/so-heres-how-many-games-i-sell.html" target="_blank">So here&#8217;s how many games I sell</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Jeff Vogel  (<a target="_blank" href="http://jeff-vogel.blogspot.com" target="_blank">jeff-vogel.blogspot.com</a>)</span></h2>
<h2><span style="color: #999999;">Company: <a target="_blank" href="http://www.spiderwebsoftware.com" target="_blank">Spiderweb Software</a><br />
</span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on April 30th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/04/29/audio-article-105-so-heres-how-many-games-i-sell/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/363/0/IB105-JeffVogel-HowManyGamesISell.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>How many copies of a game does Spiderweb Software sell? It's a really reasonable question. After all, making a game is a long and punishing process.</itunes:subtitle>
		<itunes:summary>How many copies of a game does Spiderweb Software sell? It's a really reasonable question. After all, making a game is a long and punishing process.</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #96: How can I overcome Game Development Obstacles?</title>
		<link>http://www.industrybroadcast.com/2009/04/10/audio-article-96-how-can-i-overcome-game-development-obstacles/</link>
		<comments>http://www.industrybroadcast.com/2009/04/10/audio-article-96-how-can-i-overcome-game-development-obstacles/#comments</comments>
		<pubDate>Fri, 10 Apr 2009 20:10:17 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[excuses]]></category>
		<category><![CDATA[focus]]></category>
		<category><![CDATA[grey alien games]]></category>
		<category><![CDATA[greyaliengames.com]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[inspiring]]></category>
		<category><![CDATA[jake birkett]]></category>
		<category><![CDATA[motivation]]></category>
		<category><![CDATA[obstacles]]></category>
		<category><![CDATA[overcome]]></category>
		<category><![CDATA[startup]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/2009/04/10/audio-article-96-how-can-i-overcome-game-development-obstacles/</guid>
		<description><![CDATA[The ever inspiring Jake Birkett is back with an absolutely wonderful piece for anyone having trouble with their start up, staying motivated or breaking into the industry.  Take it from someone that has overcome all of those obstacles and is living from his dream, the only thing stopping you is you Title: &#8216;How do I [...]]]></description>
			<content:encoded><![CDATA[<p>The ever inspiring <a target="_blank" href="http://www.greyaliengames.com" target="_blank">Jake Birkett</a> is back with an absolutely wonderful piece for anyone having trouble with their start up, staying motivated or breaking into the industry.  Take it from someone that has overcome all of those obstacles and is living from his dream, the only thing stopping you is you</p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://greyaliengames.com/blog/how-can-i-overcome-game-development-obstacles/" target="_blank">How do I Overcome Game Development Obstacles?</a></span><span style="color: #999999;">&#8216; &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Jake Birkett </span><span style="color: #999999;">(<a target="_blank" href="http://www.greyaliengames.com" target="_blank">www.greyaliengames.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on April 10th, 2009<br />
</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/04/10/audio-article-96-how-can-i-overcome-game-development-obstacles/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>The ever inspiring Jake Birkett is back with an absolutely wonderful piece for anyone having trouble with their start up, staying motivated or breaking into the industry.  Take it from someone that has overcome all of those obstacles and is living f[...]</itunes:subtitle>
		<itunes:summary>The ever inspiring Jake Birkett is back with an absolutely wonderful piece for anyone having trouble with their start up, staying motivated or breaking into the industry.  Take it from someone that has overcome all of those obstacles and is living from his dream, the only thing stopping you is you
Title: &#8216;How do I Overcome Game Development Obstacles?&#8216; &#8211; Original Article

Written by: Jake Birkett (www.greyaliengames.com) 
Read aloud by: Ryan Wiancko on April 10th, 2009
</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #95: Schizoid Postmortem</title>
		<link>http://www.industrybroadcast.com/2009/04/09/audio-article-95-schizoid-postmortem/</link>
		<comments>http://www.industrybroadcast.com/2009/04/09/audio-article-95-schizoid-postmortem/#comments</comments>
		<pubDate>Thu, 09 Apr 2009 19:56:22 +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[Post Mortems]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[coop]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[schizoid]]></category>
		<category><![CDATA[torpex]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/2009/04/09/audio-article-95-schizoid-postmortem/</guid>
		<description><![CDATA[Things snowballed from there -- we found ourselves becoming an indie developer (or a small publisher, depending on how you look at it) and doing something more satisfying than turning out a licensed game for a big publisher: we were creating our own game on our own terms, and it would go on to be one of the winners of Penny Arcade's PAX 10. 
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.gamedevblog.com " target="_blank">Jamie Fristrom</a>&#8216;s brings us the first Postmortem to grace the pages of Industrybroadcast.  This great piece will shed insight on the process of not just making an indie game but making games in general, running distributed teams and much more.  A must read for anyone going through this process for the first for 15th time</p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://www.gamedevblog.com/2008/09/schizoid-post-mortem.html" target="_blank">Schizoid Postmortem</a></span><span style="color: #999999;">&#8216;<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Jamie Fristrom </span><span style="color: #999999;">(<a target="_blank" href="http://www.gamedevblog.com " target="_blank">www.gamedevblog.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on April 9th, 2009</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/04/09/audio-article-95-schizoid-postmortem/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Things snowballed from there -- we found ourselves becoming an indie developer (or a small publisher, depending on how you look at it) and doing something more satisfying than turning out a licensed game for a big publisher: we were creating our own[...]</itunes:subtitle>
		<itunes:summary>Things snowballed from there -- we found ourselves becoming an indie developer (or a small publisher, depending on how you look at it) and doing something more satisfying than turning out a licensed game for a big publisher: we were creating our own game on our own terms, and it would go on to be one of the winners of Penny Arcade's PAX 10.</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 #90(A-C): Transforming the Games Industry into a Well Oiled Machine</title>
		<link>http://www.industrybroadcast.com/2009/03/24/audio-article-90a-c-transforming-the-games-industry-into-a-well-oiled-machine/</link>
		<comments>http://www.industrybroadcast.com/2009/03/24/audio-article-90a-c-transforming-the-games-industry-into-a-well-oiled-machine/#comments</comments>
		<pubDate>Tue, 24 Mar 2009 18:38:57 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[available talent]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[emscharf.com]]></category>
		<category><![CDATA[eric scharf]]></category>
		<category><![CDATA[start your own studio]]></category>
		<category><![CDATA[vicious cycle]]></category>
		<category><![CDATA[well oiled machine]]></category>
		<category><![CDATA[work environment]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=325</guid>
		<description><![CDATA[We are very excited to offer one of the biggest articles in IB history from  Eric Scharf as he takes an incredibly comprehensive look about the truth of our industry compared to the perceived truth the public has, what it takes to create and maintain an environment in which creative quality products are produced without [...]]]></description>
			<content:encoded><![CDATA[<p>We are very excited to offer one of the biggest articles in IB history from  <a target="_blank" href="http://www.emscharf.com " target="_blank">Eric Scharf</a> as he takes an incredibly comprehensive look about the truth of our industry compared to the perceived truth the public has, what it takes to create and maintain an environment in which creative quality products are produced without destroying lives and lastly the very  detailed procedures of starting up a game studio.</p>
<h2><span style="color: #999999;">Title A: &#8216;<a target="_blank" href="http://emscharf-the-genuine-article.blogspot.com/2008/12/transforming-games-industry-into-well.html" target="_blank">Truth in Advertising, Available Talent, and Work Environment</a></span><span style="color: #999999;">&#8216; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title B: &#8216;<a target="_blank" href="http://emscharf-the-genuine-article.blogspot.com/2008/12/transforming-games-industry-into-well_11.html" target="_blank">Balance, Bigger Picture, and Battling the Vicious Cycle</a>&#8216;  &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Title C: &#8216;<a target="_blank" href="http://emscharf-the-genuine-article.blogspot.com/2008/12/transforming-games-industry-into-well_3259.html" target="_blank">Building Your Own Game Development Studio</a>&#8216;  &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Eric Scharf </span><span style="color: #999999;">(<a target="_blank" href="http://www.emscharf.com " target="_blank"><strong>www.emscharf.com</strong></a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on March 23rd 2009<br />
</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/03/24/audio-article-90a-c-transforming-the-games-industry-into-a-well-oiled-machine/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We are very excited to offer one of the biggest articles in IB history from  Eric Scharf as he takes an incredibly comprehensive look about the truth of our industry compared to the perceived truth the public has, what it takes to create and maintai[...]</itunes:subtitle>
		<itunes:summary>We are very excited to offer one of the biggest articles in IB history from  Eric Scharf as he takes an incredibly comprehensive look about the truth of our industry compared to the perceived truth the public has, what it takes to create and maintain an environment in which creative quality products are produced without destroying lives and lastly the very  detailed procedures of starting up a game studio.
Title A: &#8216;Truth in Advertising, Available Talent, and Work Environment&#8216; &#8211; Original Article
Title B: &#8216;Balance, Bigger Picture, and Battling the Vicious Cycle&#8216;  &#8211; Original Article

Title C: &#8216;Building Your Own Game Development Studio&#8216;  &#8211; Original Article

Written by: Eric Scharf (www.emscharf.com) 
Read aloud by: Ryan Wiancko on March 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 #80: How to Pitch your Game</title>
		<link>http://www.industrybroadcast.com/2009/02/27/audio-article-80-how-to-pitch-your-game/</link>
		<comments>http://www.industrybroadcast.com/2009/02/27/audio-article-80-how-to-pitch-your-game/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 09:39:15 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[casualindie.com]]></category>
		<category><![CDATA[concept]]></category>
		<category><![CDATA[game pitch]]></category>
		<category><![CDATA[how to pitch your game]]></category>
		<category><![CDATA[joshua dallman]]></category>
		<category><![CDATA[pitch]]></category>
		<category><![CDATA[proposal]]></category>
		<category><![CDATA[publisher]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=300</guid>
		<description><![CDATA[Joshua Dallman strikes again with another wickedly insightful article!  Today we go over some general advice from someone who&#8217;s received hundreds of game pitches on what you should and should not do in order to increase the chances of a publisher giving you the thumbs up as apposed to the thumbs down. Title: &#8220;How to [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.redthumbgames.com" target="_blank">Joshua Dallman</a><a target="_blank" href="http://www.casualindie.com" target="_blank"> </a>strikes again with another wickedly insightful article!  Today we go over some general advice from someone who&#8217;s received hundreds of game pitches on what you should and should not do in order to increase the chances of a publisher giving you the thumbs up as apposed to the thumbs down.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://makeitbigingames.com/2007/09/how-to-pitch-your-game/" target="_blank">How to Pitch your Game</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Joshua Dallman</span><span style="color: #999999;">(<a target="_blank" href="http://www.redthumbgames.com" target="_blank">www.redthumbgames.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on February 26th , <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/02/27/audio-article-80-how-to-pitch-your-game/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Joshua Dallman strikes again with another wickedly insightful article!  Today we go over some general advice from someone who&#8217;s received hundreds of game pitches on what you should and should not do in order to increase the chances of a publis[...]</itunes:subtitle>
		<itunes:summary>Joshua Dallman strikes again with another wickedly insightful article!  Today we go over some general advice from someone who&#8217;s received hundreds of game pitches on what you should and should not do in order to increase the chances of a publisher giving you the thumbs up as apposed to the thumbs down.
Title: &#8220;How to Pitch your Game&#8220; &#8211; Original Article
Written by: Joshua Dallman(www.redthumbgames.com) 
Read aloud by: Ryan Wiancko on February 26th , 2009</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #77: Basic Team Building and Management</title>
		<link>http://www.industrybroadcast.com/2009/02/23/audio-article-77-basic-team-building-and-management/</link>
		<comments>http://www.industrybroadcast.com/2009/02/23/audio-article-77-basic-team-building-and-management/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 09:42:55 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Audio Articles]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[business and production for games]]></category>
		<category><![CDATA[drew sikora]]></category>
		<category><![CDATA[gamedev book]]></category>
		<category><![CDATA[gamedev.net]]></category>
		<category><![CDATA[gamedev.net book]]></category>
		<category><![CDATA[gamedev.net collectoin]]></category>
		<category><![CDATA[team building]]></category>
		<category><![CDATA[team management]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/2009/02/23/audio-article-77-basic-team-building-and-management/</guid>
		<description><![CDATA[Many things will dictate how you will construct your team, how you will structure your team, and how you will keep track of and manage your team. However there are several general guidelines that you can apply to almost any situation that bear keeping in mind when you are doing any of the aforementioned things
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.gamedev.net/profile/profile.asp?mode=display&amp;id=8549" target="_blank">Drew Sikora</a> starts us off this week with his first piece on Industrybroadcast.com as well as the first piece in IB history to be read by someone besides myself so I am sure the added vocal diversity will be a welcomed sound to all of your ears.   Today&#8217;s piece is a wonderful article for any new manager starting up a team as well as the experienced one.  Some very good steps to go through before forming your team and then insight on things to look out for after it is formed.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;Basic Team Building and Management</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;"><strong></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: Drew Sikora</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></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Drew Sikora on February 23rd, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/02/23/audio-article-77-basic-team-building-and-management/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Many things will dictate how you will construct your team, how you will structure your team, and how you will keep track of and manage your team. However there are several general guidelines that you can apply to almost any situation that bear keepi[...]</itunes:subtitle>
		<itunes:summary>Many things will dictate how you will construct your team, how you will structure your team, and how you will keep track of and manage your team. However there are several general guidelines that you can apply to almost any situation that bear keeping in mind when you are doing any of the aforementioned things</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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