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	<title>IndustryBroadcast &#187; Software and Programming</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>
	<webMaster>ryan@industrybroadcast.com (RyanW)</webMaster>
	<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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		<item>
		<title>Audio Article #014: Reuse and Replace</title>
		<link>http://www.industrybroadcast.com/2010/09/21/audio-article-014-reuse-and-replace/</link>
		<comments>http://www.industrybroadcast.com/2010/09/21/audio-article-014-reuse-and-replace/#comments</comments>
		<pubDate>Wed, 22 Sep 2010 08:42:37 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[efficient]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[fristrom]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[jamie]]></category>
		<category><![CDATA[new]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=674</guid>
		<description><![CDATA[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: &#8216;Reuse and Replace&#8217; Written by: Jamie Fristrom(www.gamedevblog.com) Re-Read aloud by: Ryan [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2>Title: &#8216;Reuse and Replace&#8217;</h2>
<h2>Written by: Jamie Fristrom(<a target="_blank" href="www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on September 22nd 2010</h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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.
T[...]</itunes:subtitle>
		<itunes:summary>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: &#8216;Reuse and Replace&#8217;
Written by: Jamie Fristrom(www.gamedevblog.com)
Re-Read aloud by: Ryan Wiancko on September 22nd 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<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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		<slash:comments>4</slash:comments>
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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 #007: Building Fun into Software</title>
		<link>http://www.industrybroadcast.com/2010/09/13/audio-article-7-building-fun-into-software-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/13/audio-article-7-building-fun-into-software-2/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 10:10:02 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[software design]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=638</guid>
		<description><![CDATA[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: &#8216;Building Fun into Software&#8217; Written by: Daniel Cook (www.lostgarden.com) Re-Read aloud by: Ryan Wiancko on September 13 2010]]></description>
			<content:encoded><![CDATA[<p>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</p>
<h2>Title:  &#8216;Building Fun into Software&#8217;</h2>
<h2>Written  by: Daniel Cook (<a target="_blank" href="http://www.lostgarden.com" target="_blank">www.lostgarden.com</a>)</h2>
<h2>Re-Read  aloud by: Ryan Wiancko on September 13 2010</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/638/0/IB007-DanielCook-BuildingFunIntoSoftware.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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:  &#8216;Building Fun into Software&#8217;
Written  by: Daniel[...]</itunes:subtitle>
		<itunes:summary>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:  &#8216;Building Fun into Software&#8217;
Written  by: Daniel Cook (www.lostgarden.com)
Re-Read  aloud by: Ryan Wiancko on September 13 2010</itunes:summary>
		<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>Ryan</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>
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		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/478/0/IB128-LeeWinder-CodeReviewMethods.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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[...]</itunes:subtitle>
		<itunes:summary>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</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 #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>Ryan</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="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 y[...]</itunes:subtitle>
		<itunes:summary>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.</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 #114: Multi-threaded/Machine Coding with the Actor Model</title>
		<link>http://www.industrybroadcast.com/2009/05/22/audio-article-114-multi-threadedmachine-coding-with-the-actor-model/</link>
		<comments>http://www.industrybroadcast.com/2009/05/22/audio-article-114-multi-threadedmachine-coding-with-the-actor-model/#comments</comments>
		<pubDate>Sat, 23 May 2009 07:51:36 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[actor model]]></category>
		<category><![CDATA[advanced game programming]]></category>
		<category><![CDATA[Course Technology PTR]]></category>
		<category><![CDATA[distributed computing]]></category>
		<category><![CDATA[gamedev.net]]></category>
		<category><![CDATA[multi-threaded]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=405</guid>
		<description><![CDATA[For the suitable type of problems in your game (particularly server components), liberal use of the Actor Model type of architecture should give you near perfect scaling across multi-cores/machines. It will also provide a few unexpected side benefits that will decrease your development time and increase your confidence in the reliability of your code compared to other concurrency programming techniques. Pretty lofty promises, I know—but there will be trade-offs, and I will cover those, too.]]></description>
			<content:encoded><![CDATA[<p>This time it is I who has the pleasure reading another great article from the <strong><a target="_blank" href="http://www.courseptr.com/ptr_searchResults.cfm?searchText=gamedev&amp;submit=SEARCH" target="_blank">GameDev.net Book Collection</a>.</strong> Today&#8217;s piece is from the <a target="_blank" href="http://www.amazon.com/gp/product/1598638068?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1598638068">Advanced Game Programming</a> book.  Specifically from the Chapter Titled &#8216;Multi-threaded and Distributed Computing with the Actor Model&#8217;</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;Multi-threaded and Distributed Computing with the Actor Model&#8221;</span></h2>
<h2><span style="color: #999999;">Book: </span><span style="color: #999999;"><a target="_blank" href="http://www.amazon.com/gp/product/1598638068?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1598638068">Advanced Game Programming: 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=1598638068" 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/" target="_blank">Course Technology PTR</a></span></h2>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Michael Sikora</span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on May 23rd <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/405/0/IB114-GameDev_net-MultiThreadDistroComputing.mp3" length="7362595" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>For the suitable type of problems in your game (particularly server components), liberal use of the Actor Model type of architecture should give you near perfect scaling across multi-cores/machines. It will also provide a few unexpected side benefit[...]</itunes:subtitle>
		<itunes:summary>For the suitable type of problems in your game (particularly server components), liberal use of the Actor Model type of architecture should give you near perfect scaling across multi-cores/machines. It will also provide a few unexpected side benefits that will decrease your development time and increase your confidence in the reliability of your code compared to other concurrency programming techniques. Pretty lofty promises, I know—but there will be trade-offs, and I will cover those, too.</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #112: Delicious Data Baking</title>
		<link>http://www.industrybroadcast.com/2009/05/18/audio-article-112-delicious-data-baking/</link>
		<comments>http://www.industrybroadcast.com/2009/05/18/audio-article-112-delicious-data-baking/#comments</comments>
		<pubDate>Mon, 18 May 2009 18:36:44 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[cookies]]></category>
		<category><![CDATA[data baking]]></category>
		<category><![CDATA[gamesfromwithin.com]]></category>
		<category><![CDATA[noel llopis]]></category>
		<category><![CDATA[preload]]></category>
		<category><![CDATA[streaming]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=388</guid>
		<description><![CDATA[The baking process transforms a set of ingredients that are rather unappealing by themselves, into a delicious and irresistible treat. 
Data baking (also called conditioning) is very similar. It's a process that takes raw data and transforms it into something that is ready to be consumed by the game. ]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://gamesfromwithin.com/" target="_blank">Noel Llopis</a> 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.</p>
<h2><span style="color: #999999;">Title: ‘<a target="_blank" href="http://www.gamasutra.com/view/feature/3984/delicious_data_baking.php" target="_blank">Delicious Data Baking</a><a target="_blank" href="http://gamesfromwithin.com/?p=6" target="_blank"></a></span><span style="color: #999999;">‘ &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Noel Llopis </span><span style="color: #999999;">(<a target="_blank" href="http://gamesfromwithin.com/" target="_blank">www.gamesfromwithin.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on May 18th, 2009</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/05/18/audio-article-112-delicious-data-baking/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/388/0/IB112-NoelLlopis-DeliciousDataBaking.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>The baking process transforms a set of ingredients that are rather unappealing by themselves, into a delicious and irresistible treat. 
Data baking (also called conditioning) is very similar. It's a process that takes raw data and transforms it int[...]</itunes:subtitle>
		<itunes:summary>The baking process transforms a set of ingredients that are rather unappealing by themselves, into a delicious and irresistible treat. 
Data baking (also called conditioning) is very similar. It's a process that takes raw data and transforms it into something that is ready to be consumed by the game.</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>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/336/0/IB95-JamieFristrom-SchizoidPostMortem.mp3" length="1" type="audio/mpeg" />
		<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 #94 &#8211; Continous Integration</title>
		<link>http://www.industrybroadcast.com/2009/04/07/audio-article-94-continous-integration/</link>
		<comments>http://www.industrybroadcast.com/2009/04/07/audio-article-94-continous-integration/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 09:21:10 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[blitz arcade]]></category>
		<category><![CDATA[continuous integration]]></category>
		<category><![CDATA[cruisecontrol.net]]></category>
		<category><![CDATA[lee winder]]></category>
		<category><![CDATA[spreetree.net]]></category>
		<category><![CDATA[subversion]]></category>
		<category><![CDATA[svn]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=334</guid>
		<description><![CDATA[Continuous Integration, build processes and testing are all very important parts of the development process, whether it’s a AAA game, small arcade title or a set of middleware.  It’s only in the last couple of years that this has really gone mainstream in the industry
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.spreetree.net" target="_blank">Lee Winder</a> 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&#8217;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.</p>
<h2><span style="color: #999999;">Title A: &#8216;</span><span style="color: #999999;"><a target="_blank" href="http://www.spreetree.net/blog/?p=53" target="_blank">Continuous Integration</a>&#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 April 7th, 2009</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/04/07/audio-article-94-continous-integration/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/334/0/IB94-LeeWinder-ContinuousIntegration.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Continuous Integration, build processes and testing are all very important parts of the development process, whether it’s a AAA game, small arcade title or a set of middleware.  It’s only in the last couple of years that this has really gone mainstr[...]</itunes:subtitle>
		<itunes:summary>Continuous Integration, build processes and testing are all very important parts of the development process, whether it’s a AAA game, small arcade title or a set of middleware.  It’s only in the last couple of years that this has really gone mainstream in the industry</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 #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>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/325/0/Ib90(A-C)-EricScharf-Transformingthegameindustry.mp3" length="1" type="audio/mpeg" />
		<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>
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