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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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	<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; Software and Programming</title>
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	<itunes:subtitle>Industrybroadcast.com - Bringing the Collective Insight of the Gaming Industry to your Ears</itunes:subtitle>
	<itunes:summary>Bringing the Collective Insight of the Gaming Industry to your ears</itunes:summary>
	<itunes:keywords>Video Game, Video Game Industry, Game developer, Game designer, video game producer, video game manager, game education, video game studio</itunes:keywords>
	<itunes:category text="Technology">
		<itunes:category text="Software How-To" />
	</itunes:category>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
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	<itunes:category text="Business" />
	<itunes:author>RyanW</itunes:author>
	<itunes:owner>
		<itunes:name>RyanW</itunes:name>
		<itunes:email>ryan@industrybroadcast.com</itunes:email>
	</itunes:owner>
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		<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>
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		<slash:comments>0</slash:comments>
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		<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>
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		<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 #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>admin</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>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/05/22/audio-article-114-multi-threadedmachine-coding-with-the-actor-model/feed/</wfw:commentRss>
		<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>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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 Collection - click to purchase
Publisher: Course Technology PTR
 
Written by: Michael Sikora
Read aloud by: Ryan Wiancko on May 23rd 2009</itunes:summary>
		<itunes:keywords>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 #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>admin</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="6753926" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</itunes:summary>
		<itunes:keywords>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 #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>admin</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="12981586" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>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 ...</itunes:subtitle>
		<itunes:summary>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</itunes:summary>
		<itunes:keywords>Business, Game Design, Indie Development, Management, Post Mortems, Software and Programming, Starting Out</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>admin</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="6356469" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Lee Winder is back agian with another great article set regarding Continuous integration and how it  can change / streamline the way your team develops.  ...</itunes:subtitle>
		<itunes:summary>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</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 #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>admin</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="13590328" type="audio/mpeg" />
		<itunes:duration>00:01:01</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 ...</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: '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
</itunes:summary>
		<itunes:keywords>Business, Indie Development, 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# 88: Maintence: The Hidden cost of Software</title>
		<link>http://www.industrybroadcast.com/2009/03/20/audio-article-88-maintence-the-hidden-cost-of-software/</link>
		<comments>http://www.industrybroadcast.com/2009/03/20/audio-article-88-maintence-the-hidden-cost-of-software/#comments</comments>
		<pubDate>Fri, 20 Mar 2009 19:07:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[debugging]]></category>
		<category><![CDATA[feature]]></category>
		<category><![CDATA[hidden cost]]></category>
		<category><![CDATA[implementation]]></category>
		<category><![CDATA[maintenance]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[tool implementatin]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/2009/03/20/audio-article-88-maintence-the-hidden-cost-of-software/</guid>
		<description><![CDATA[Have you ever tackled a problem that was supposed to be solved by writing some code in half an hour, but that code haunted you (or your coworkers, much to their chagrin I’m sure) for months or years to come? Then you have felt first hand the consequences of maintenance, the hidden cost of software.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://gamesfromwithin.com/" target="_blank">Noel Llopis</a> tackles the issue of Software maintenance to help programmers and managers a like more accurately estimate the true costs of tool and feature implementation to give them a better understanding of if that tool or feature is actually worth it.</p>
<h2><span style="color: #999999;">Title: ‘<a target="_blank" href="http://gamesfromwithin.com/?p=6" target="_blank">Maintenace: The Hiddle Cost of Software</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 March 20th, 2009</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/03/20/audio-article-88-maintence-the-hidden-cost-of-software/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/323/0/IB88-NoelLlopis-Maintenance.mp3" length="4977230" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Noel Llopis tackles the issue of Software maintenance to help programmers and managers a like more accurately estimate the true costs of tool and feature ...</itunes:subtitle>
		<itunes:summary>Noel Llopis tackles the issue of Software maintenance to help programmers and managers a like more accurately estimate the true costs of tool and feature implementation to give them a better understanding of if that tool or feature is actually worth it.
Title: ‘Maintenace: The Hiddle Cost of Software‘ - Original Article

Written by: Noel Llopis (www.gamesfromwithin.com) 
Read aloud by: Ryan Wiancko on March 20th, 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 #67: So you want to be a Game Programmer?</title>
		<link>http://www.industrybroadcast.com/2009/01/30/audio-article-67-so-you-want-to-be-a-game-programmer/</link>
		<comments>http://www.industrybroadcast.com/2009/01/30/audio-article-67-so-you-want-to-be-a-game-programmer/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 10:22:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[associate programmer]]></category>
		<category><![CDATA[entry level]]></category>
		<category><![CDATA[first job]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[gamesfromwithin.com]]></category>
		<category><![CDATA[noel llopis]]></category>
		<category><![CDATA[programmer]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=263</guid>
		<description><![CDATA[I often get email from people looking to get their first job in the game industry asking me for advice. What are companies looking for in candidates for entry-level programming positions? How come it’s so difficult to land a job? I can’t answer for the industry as a whole, but I can certainly tell you what I am looking for when trying to fill an entry-level programmer position.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://gamesfromwithin.com/">Noel Llopis</a> is kind enough to share a little insight of what he is looking for when hiring entry level programmers and what aspiring game programmers should be doing to ensure the greatest chance of success at landing their first job in the games industry.</p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://gamesfromwithin.com/?p=31" target="_blank">So You want to be a Game Programmer?</a></span><span style="color: #999999;">&#8216; &#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="_self">www.gamesfromwithin.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on January 30th, 2009<br />
</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/01/30/audio-article-67-so-you-want-to-be-a-game-programmer/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/263/0/IB67-NoelLlopis-SoYouWantToBeAGameProgrammer.mp3" length="3954765" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Noel Llopis is kind enough to share a little insight of what he is looking for when hiring entry level programmers and what aspiring game ...</itunes:subtitle>
		<itunes:summary>Noel Llopis is kind enough to share a little insight of what he is looking for when hiring entry level programmers and what aspiring game programmers should be doing to ensure the greatest chance of success at landing their first job in the games industry.
Title: 'So You want to be a Game Programmer?' - Original Article

Written by: Noel Llopis (www.gamesfromwithin.com) 
Read aloud by: Ryan Wiancko on January 30th, 2009
</itunes:summary>
		<itunes:keywords>Software and Programming, Starting Out</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #64(A-D) Does Size Matter? Replacing The STL &#8211; FTL Allocators &#8211; Fixed Length Containers</title>
		<link>http://www.industrybroadcast.com/2009/01/23/audio-article-64a-d-does-size-matter-replacing-the-stl-ftl-allocators-fixed-length-containers/</link>
		<comments>http://www.industrybroadcast.com/2009/01/23/audio-article-64a-d-does-size-matter-replacing-the-stl-ftl-allocators-fixed-length-containers/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 10:26:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[bloat code]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[fixed length containers]]></category>
		<category><![CDATA[ftl allocators]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[lee winder]]></category>
		<category><![CDATA[Ruby]]></category>
		<category><![CDATA[spreetree.net]]></category>
		<category><![CDATA[stl]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=250</guid>
		<description><![CDATA[A Factory isn’t a feature, nor is a Delegate nor a Proxy nor a Bridge. They “enable” features in a very loose sense, by providing nice boxes to hold the features in. But boxes and bags and shelves take space. And design patterns – at least most of the patterns in the “Gang of Four” book – make code bases get bigger.
]]></description>
			<content:encoded><![CDATA[<p>It is with a great pleasure that present the first set of articles written by Lee Winder.  Today we tackle the topics of Code base size and whether or not you should be looking specifically at the size as the problem or merely the symptom of the problem.  After that we go into the STL debate and whether or not you should use it.  We then touch on FTL and finally Fixed Length Containers</p>
<h2><span style="color: #999999;">Title A: &#8216;</span><span style="color: #999999;"><a target="_blank" href="http://www.spreetree.net/blog/?p=10" target="_blank">Does Size Matter?</a>&#8216; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title B: &#8216;</span><span style="color: #999999;"><a target="_blank" href="http://www.spreetree.net/blog/?p=7" target="_blank">Replacing the STL</a>&#8216; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title C: &#8216;<a target="_blank" href="http://www.spreetree.net/blog/?p=9" target="_blank">FTL Allocators</a></span><span style="color: #999999;">&#8216; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title D: &#8216;</span><span style="color: #999999;"><a target="_blank" href="http://www.spreetree.net/blog/?p=8" target="_blank">Fixed Length Containers</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 January 23th, 2008</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/01/23/audio-article-64a-d-does-size-matter-replacing-the-stl-ftl-allocators-fixed-length-containers/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/250/0/IB64(AD)-LeeWinder-DoesSizeMatter-STL-FTL.mp3" length="4875164" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>It is with a great pleasure that present the first set of articles written by Lee Winder.  Today we tackle the topics of Code base ...</itunes:subtitle>
		<itunes:summary>It is with a great pleasure that present the first set of articles written by Lee Winder.  Today we tackle the topics of Code base size and whether or not you should be looking specifically at the size as the problem or merely the symptom of the problem.  After that we go into the STL debate and whether or not you should use it.  We then touch on FTL and finally Fixed Length Containers
Title A: 'Does Size Matter?' - Original Article
Title B: 'Replacing the STL' - Original Article
Title C: 'FTL Allocators' - Original Article
Title D: 'Fixed Length Containers' - Original Article
Written by: Lee Winder (www.spreetree.net) 
Read aloud by: Ryan Wiancko on January 23th, 2008</itunes:summary>
		<itunes:keywords>Software and Programming</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
	</channel>
</rss>
