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Sep

Another great article written by Mr. Fristrom on further streamlining your workflow as well as shaving months off of your development cycle.  We go into some of his experience dealing with the dilema of reusing your old engine or making a new one.

Title: ‘Reuse and Replace’

Written by: Jamie Fristrom(www.gamedevblog.com)

Re-Read aloud by: Ryan Wiancko on September 22nd 2010

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Rating: 9.0/10 (1 vote cast)

Sep

We are coming back to Jamie Fristroms ‘Manage in Strange Lands’ series with a two part article on Turn around time. While briefly touching on content development the bulk of this Article deals with compile times and programming oriented issues in speeding up your overall turnaround in order to avoid downtime and the loss of flow

Title: ‘Turn around Time’

Written by: Jamie Fristrom(www.gamedevblog.com)

Read aloud by: Ryan Wiancko on October 30th, 2008

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Rating: 10.0/10 (2 votes cast)

Sep

Our Second article from Daniel Cook entitled Building fun into software takes a hard look at what the software world can learn from the game industry about making better software

Title: ‘Building Fun into Software’

Written by: Daniel Cook (www.lostgarden.com)

Re-Read aloud by: Ryan Wiancko on September 13 2010

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Rating: 10.0/10 (2 votes cast)

Jun

Lee Winder has written a great article detailing his experience over the years at Blitz Arcade with code review methods.. Which ones have worked the best at his company and which ones haven’t.

Title A: ‘Code Review Methods‘ – Original Article

Written by: Lee Winder (www.spreetree.net)

Read aloud by: Ryan Wiancko on June 21st, 2009

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Rating: 0.0/10 (0 votes cast)

May

Today is the first of what will be many articles by Programming legend Joe Ludwig, yes the programmer Joe.  Today we take 2 of Joe’s articles and combine them into one great piece about efficiency, both on the individual developer level as well as the studio level

Title A: How to Improve Developer Efficiency – Original Article

Title B: Why Stage-Gates are Wrong for Games – Original Article

Written by: Joe Ludwig(programmerjoe.com)

Read aloud by: Ryan Wiancko on May 29th, 2009

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Rating: 10.0/10 (1 vote cast)

May

This time it is I who has the pleasure reading another great article from the GameDev.net Book Collection. Today’s piece is from the Advanced Game Programming book. Specifically from the Chapter Titled ‘Multi-threaded and Distributed Computing with the Actor Model’

Title: “Multi-threaded and Distributed Computing with the Actor Model”

Book: Advanced Game Programming: A GameDev.net Collectionclick to purchase

Publisher: Course Technology PTR

Written by: Michael Sikora

Read aloud by: Ryan Wiancko on May 23rd 2009

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May

Noel Llopis is back and with him comes a treasure trove of knowledge!  In another much requested programming article Mr. Llopis dives into the wonderful world of Data Baking, some of his best practices and just why it may be more important than chocolate chip cookies, just maybe.

Title: ‘Delicious Data Baking‘ – Original Article

Written by: Noel Llopis (www.gamesfromwithin.com)

Read aloud by: Ryan Wiancko on May 18th, 2009

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Rating: 0.0/10 (0 votes cast)

Apr

Jamie Fristrom‘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

Title: ‘Schizoid Postmortem

Written by: Jamie Fristrom (www.gamedevblog.com)

Read aloud by: Ryan Wiancko on April 9th, 2009

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Rating: 8.0/10 (1 vote cast)

Apr

Lee Winder is back agian with another great article set regarding Continuous integration and how it  can change / streamline the way your team develops.  The highlight of this article is CruiseControl.net and it’s implementation with Subversion.  A definite must read for anyone unfamiliar with it and how it makes life over at Blitz Arcade run that much smoother.

Title A: ‘Continuous Integration‘ – Original Article

Written by: Lee Winder (www.spreetree.net)

Read aloud by: Ryan Wiancko on April 7th, 2009

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Rating: 0.0/10 (0 votes cast)

Mar

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: ‘Truth in Advertising, Available Talent, and Work Environment‘ – Original Article

Title B: ‘Balance, Bigger Picture, and Battling the Vicious Cycle‘ – Original Article

Title C: ‘Building Your Own Game Development Studio‘ – Original Article

Written by: Eric Scharf (www.emscharf.com)

Read aloud by: Ryan Wiancko on March 23rd 2009

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Rating: 9.5/10 (2 votes cast)
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