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	<title>IndustryBroadcast</title>
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	<link>http://www.industrybroadcast.com</link>
	<description>Bringing the Collective Insight of the Gaming Industry to your ears</description>
	<lastBuildDate>Tue, 12 Oct 2010 12:00:19 +0000</lastBuildDate>
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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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		<title>IndustryBroadcast</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>
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		<item>
		<title>Audio Article #019: New Mythical Content for Narrative Games</title>
		<link>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/</link>
		<comments>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/#comments</comments>
		<pubDate>Tue, 12 Oct 2010 12:00:19 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[hero]]></category>
		<category><![CDATA[joris dormans]]></category>
		<category><![CDATA[jorisdormans.nl]]></category>
		<category><![CDATA[mythical content]]></category>
		<category><![CDATA[story telling]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=697</guid>
		<description><![CDATA[We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design.  The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolving for Modern Games. Title: &#8216;The Hacker: New Mythical Content [...]]]></description>
			<content:encoded><![CDATA[<p>We are excited to re-read you the first of many of Joris Dormans  Acedemic Papers on Game Design.  The one delves deeply into the role  that Mythology has played in traditional story telling and the  importance it will play as well as how it is evolving for Modern Games.</p>
<h2>Title: &#8216;The Hacker: New Mythical Content for Narrative Games&#8217;</h2>
<h2>Written by: Joris Dormans(<a target="_blank" href="http://www.jorisdormans.nl/" target="_blank">www.jorisdormans.nl</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on October 11th, 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/697/0/IB019-JorisDormans-NewMythicalContent.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We are excited to re-read you the first of many of Joris Dormans  Acedemic Papers on Game Design.  The one delves deeply into the role  that Mythology has played in traditional story telling and the  importance it will play as well as how it is evol[...]</itunes:subtitle>
		<itunes:summary>We are excited to re-read you the first of many of Joris Dormans  Acedemic Papers on Game Design.  The one delves deeply into the role  that Mythology has played in traditional story telling and the  importance it will play as well as how it is evolving for Modern Games.
Title: &#8216;The Hacker: New Mythical Content for Narrative Games&#8217;
Written by: Joris Dormans(www.jorisdormans.nl)
Re-Read aloud by: Ryan Wiancko on October 11th, 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #017 &#8211; What are Game Mechanics</title>
		<link>http://www.industrybroadcast.com/2010/10/04/audio-article-017-what-are-game-mechanics/</link>
		<comments>http://www.industrybroadcast.com/2010/10/04/audio-article-017-what-are-game-mechanics/#comments</comments>
		<pubDate>Mon, 04 Oct 2010 22:13:32 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[framework]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=691</guid>
		<description><![CDATA[We are more than please to present another Article by Daniel Cook that delves into the depth of Game Mechanics and how if we are truly able to understand and quantify them we will finally begin to unlock the true secrets of game design.  With this understanding we can finally begin to unlock, with repeatable [...]]]></description>
			<content:encoded><![CDATA[<p>We are more than please to present another Article by <a target="_blank" href="http://www.lostgarden.com " target="_blank">Daniel Cook</a> that delves into the depth of Game  Mechanics and how if we are truly able to understand and quantify them  we will finally begin to unlock the true secrets of game design.  With  this understanding we can finally begin to unlock, with repeatable  success, the true potential of our medium.</p>
<h2>Title:  &#8216;What are Game Mechanics&#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 October 4th, 2010</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>We are more than please to present another Article by Daniel Cook that delves into the depth of Game  Mechanics and how if we are truly able to understand and quantify them  we will finally begin to unlock the true secrets of game design.  With  thi[...]</itunes:subtitle>
		<itunes:summary>We are more than please to present another Article by Daniel Cook that delves into the depth of Game  Mechanics and how if we are truly able to understand and quantify them  we will finally begin to unlock the true secrets of game design.  With  this understanding we can finally begin to unlock, with repeatable  success, the true potential of our medium.
Title:  &#8216;What are Game Mechanics&#8217;
Written  by: Daniel Cook(www.lostgarden.com)
Re-Read  aloud by: Ryan Wiancko on October 4th, 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #16b: The Road Not Taken &#8211; Part 2</title>
		<link>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/#comments</comments>
		<pubDate>Wed, 29 Sep 2010 14:44:55 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[interactive Fiction]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassmith.dk]]></category>
		<category><![CDATA[new]]></category>
		<category><![CDATA[radiolab]]></category>
		<category><![CDATA[road now taken]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=687</guid>
		<description><![CDATA[So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I [...]]]></description>
			<content:encoded><![CDATA[<p>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;<a target="_blank" href="http://www.radiolab.org">Radiolab </a>inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I can improve this, what&#8217;s working and what isn&#8217;t.. So don&#8217;t be shy, leave a comment below and lay it on me!</p>
<h2><span style="color: #999999;">Title: &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;Part 2<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Jonas Smith(<a target="_blank" href="www.gamedevblog.com" target="_blank">www.jonassmith.dk</a>) </span></h2>
<h2><span style="color: #999999;">Re-Read aloud by: Ryan Wiancko on September 7th 2010<br />
</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/687/0/IB016b-IBJonasSmith-RoadNotTaken_Pt2.mp3" length="21509922" type="audio/mpeg" />
		<itunes:duration>0:21:58</itunes:duration>
		<itunes:subtitle>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m att[...]</itunes:subtitle>
		<itunes:summary>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I can improve this, what&#8217;s working and what isn&#8217;t.. So don&#8217;t be shy, leave a comment below and lay it on me!
Title: &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;Part 2

Written by: Jonas Smith(www.jonassmith.dk) 
Re-Read aloud by: Ryan Wiancko on September 7th 2010
</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #016: The Road Not Taken Part 1</title>
		<link>http://www.industrybroadcast.com/2010/09/27/audio-article-016-the-road-not-taken-part-1/</link>
		<comments>http://www.industrybroadcast.com/2010/09/27/audio-article-016-the-road-not-taken-part-1/#comments</comments>
		<pubDate>Mon, 27 Sep 2010 15:02:24 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[games-research.com]]></category>
		<category><![CDATA[interactive Fiction]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassmith.dk]]></category>
		<category><![CDATA[limits]]></category>
		<category><![CDATA[road not taken]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=683</guid>
		<description><![CDATA[In this impressive article we take an incredibly indepth look at Interactive Fiction, outlining it&#8217;s roots and history as well as taking a serious acedemic look at not only it&#8217;s potential but more importantly the questions we need to begin asking before we can even start to understand it&#8217;s limitations and potential. Title: &#8216;The Road [...]]]></description>
			<content:encoded><![CDATA[<p>In this impressive article we take an incredibly indepth look at  Interactive Fiction, outlining it&#8217;s roots and history as well as taking a  serious acedemic look at not only it&#8217;s potential but more importantly  the questions we need to begin asking before we can even start to  understand it&#8217;s limitations and potential.</p>
<h2>Title:  &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;</h2>
<h2>Written  by: Jonas Smith(<a target="_blank" href="www.gamedevblog.com" target="_blank">www.jonassmith.dk</a>)</h2>
<h2>Re-Read  aloud by: Ryan Wiancko on September 26th, 2008</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/27/audio-article-016-the-road-not-taken-part-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/683/0/IB016a-IBJonasSmith-RoadNotTaken.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>In this impressive article we take an incredibly indepth look at  Interactive Fiction, outlining it&#8217;s roots and history as well as taking a  serious acedemic look at not only it&#8217;s potential but more importantly  the questions we need to [...]</itunes:subtitle>
		<itunes:summary>In this impressive article we take an incredibly indepth look at  Interactive Fiction, outlining it&#8217;s roots and history as well as taking a  serious acedemic look at not only it&#8217;s potential but more importantly  the questions we need to begin asking before we can even start to  understand it&#8217;s limitations and potential.
Title:  &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;
Written  by: Jonas Smith(www.jonassmith.dk)
Re-Read  aloud by: Ryan Wiancko on September 26th, 2008</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #015: A Brief History of Co-Op in Multiplayer Games</title>
		<link>http://www.industrybroadcast.com/2010/09/23/audio-article-015-a-brief-history-of-co-op-in-multiplayer-games/</link>
		<comments>http://www.industrybroadcast.com/2010/09/23/audio-article-015-a-brief-history-of-co-op-in-multiplayer-games/#comments</comments>
		<pubDate>Thu, 23 Sep 2010 11:37:32 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[coop]]></category>
		<category><![CDATA[double dragon]]></category>
		<category><![CDATA[games-research.com]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassmith.dk]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[pong]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=678</guid>
		<description><![CDATA[In this article we take a look at the emegence of cooperative gameplay in video games.  How and when it came about but also some of the not so cooperative gaming styles that emmerged and consequentially had to be taken care of. Title: &#8216;A Brief History of Co-Op in Multiplayer Games&#8217; Written by: Jonas Smith(www.jonassmith.dk) [...]]]></description>
			<content:encoded><![CDATA[<p>In this article we take a look at the emegence of cooperative gameplay in video games.  How and when it came about but also some of the not so cooperative gaming styles that emmerged and consequentially had to be taken care of.</p>
<h2>Title: &#8216;A Brief History of Co-Op in Multiplayer Games&#8217;</h2>
<h2>Written by: Jonas Smith(<a target="_blank" href="http://www.jonassmith.dk" target="_blank">www.jonassmith.dk</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on September 23rd, 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/23/audio-article-015-a-brief-history-of-co-op-in-multiplayer-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/678/0/IB015-JonasSmith-HistoryOfCoOp.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>In this article we take a look at the emegence of cooperative gameplay in video games.  How and when it came about but also some of the not so cooperative gaming styles that emmerged and consequentially had to be taken care of.
Title: &#8216;A Brief[...]</itunes:subtitle>
		<itunes:summary>In this article we take a look at the emegence of cooperative gameplay in video games.  How and when it came about but also some of the not so cooperative gaming styles that emmerged and consequentially had to be taken care of.
Title: &#8216;A Brief History of Co-Op in Multiplayer Games&#8217;
Written by: Jonas Smith(www.jonassmith.dk)
Re-Read aloud by: Ryan Wiancko on September 23rd, 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<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>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/21/audio-article-014-reuse-and-replace/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/674/0/IB014-JamieFristrom-ReuseandReplace.mp3" length="1" type="audio/mpeg" />
		<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>
	</item>
		<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>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/20/audio-article-013-a-b-turn-around-time/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/668/0/IB013-JamieFristrom-TurnAroundTime.mp3" length="11160698" type="audio/mpeg" />
		<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>
	</item>
		<item>
		<title>Audio Article #012 – Designing DS Games for Lefties</title>
		<link>http://www.industrybroadcast.com/2010/09/18/audio-article-12-designing-ds-games-for-lefties-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/18/audio-article-12-designing-ds-games-for-lefties-2/#comments</comments>
		<pubDate>Sat, 18 Sep 2010 21:29:34 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[bruno urbain]]></category>
		<category><![CDATA[bruno-urbain.com]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[left handed]]></category>
		<category><![CDATA[nintendo]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=663</guid>
		<description><![CDATA[In the second article written by Bruno Urbain we briefly look at one of the large oversights plaguing designers of DS titles.  That of course being that there exist a whole strange mutant race of people(myself and Bruno included) that uses their left hand for day to day tasks instead of the right.  While most [...]]]></description>
			<content:encoded><![CDATA[<p>In the second article written by Bruno Urbain we briefly look at one  of the large oversights plaguing designers of DS titles.  That of course  being that there exist a whole strange mutant race of people(myself and  Bruno included) that uses their left hand for day to day tasks instead  of the right.  While most feel that we should simply be shipped off to  an island somewhere to re-enact lord of the flies the rest feel like  there should be some consideration paid to those of us in the world that  have gotten over being right handed <img src='http://www.industrybroadcast.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h2>Title:  &#8216;Designing DS for Lefties&#8217;</h2>
<h2>Written  by: Bruno Urbain(<a target="_blank" href="www.bruno-urbain.com" target="_blank">www.bruno-urbain.com</a>)</h2>
<h2>Re-Read  aloud by: Ryan Wiancko on Sept 18th 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/18/audio-article-12-designing-ds-games-for-lefties-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/663/0/IB012-BrunoUrbain-Designingforleft.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>In the second article written by Bruno Urbain we briefly look at one  of the large oversights plaguing designers of DS titles.  That of course  being that there exist a whole strange mutant race of people(myself and  Bruno included) that uses their [...]</itunes:subtitle>
		<itunes:summary>In the second article written by Bruno Urbain we briefly look at one  of the large oversights plaguing designers of DS titles.  That of course  being that there exist a whole strange mutant race of people(myself and  Bruno included) that uses their left hand for day to day tasks instead  of the right.  While most feel that we should simply be shipped off to  an island somewhere to re-enact lord of the flies the rest feel like  there should be some consideration paid to those of us in the world that  have gotten over being right handed  
Title:  &#8216;Designing DS for Lefties&#8217;
Written  by: Bruno Urbain(www.bruno-urbain.com)
Re-Read  aloud by: Ryan Wiancko on Sept 18th 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #011: 10 Tips for better playtesting</title>
		<link>http://www.industrybroadcast.com/2010/09/17/audio-article-011-10-tips-for-better-playtesting/</link>
		<comments>http://www.industrybroadcast.com/2010/09/17/audio-article-011-10-tips-for-better-playtesting/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 10:00:02 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[bruno urbain]]></category>
		<category><![CDATA[bruno-urbain.com]]></category>
		<category><![CDATA[playtesting]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=660</guid>
		<description><![CDATA[Our first Bruno-Urbain set starts off with an Article on Playtesting.As we dive into the heart of this well written piece we discuss pitfalls to avoid.  We touch on areas such as how to prepare your team to best handle the criticism of their work and how to get the most of your playtesting team [...]]]></description>
			<content:encoded><![CDATA[<p>Our first Bruno-Urbain set starts off with an Article on Playtesting.As we dive into the heart of this well written piece we discuss pitfalls to avoid.  We touch on areas such as how to prepare your team to best handle the criticism of their work and how to get the most of your playtesting team</p>
<h2>Title: &#8217;10 Tips on Playtesting&#8217;</h2>
<h2>Written by: Bruno Urbain(<a target="_blank" href="www.bruno-urbain.com" target="_blank">www.bruno-urbain.com</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on September 17th 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/17/audio-article-011-10-tips-for-better-playtesting/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/660/0/IB011-BrunoUrbain-10PlayTestingTips.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Our first Bruno-Urbain set starts off with an Article on Playtesting.As we dive into the heart of this well written piece we discuss pitfalls to avoid.  We touch on areas such as how to prepare your team to best handle the criticism of their work an[...]</itunes:subtitle>
		<itunes:summary>Our first Bruno-Urbain set starts off with an Article on Playtesting.As we dive into the heart of this well written piece we discuss pitfalls to avoid.  We touch on areas such as how to prepare your team to best handle the criticism of their work and how to get the most of your playtesting team
Title: &#8217;10 Tips on Playtesting&#8217;
Written by: Bruno Urbain(www.bruno-urbain.com)
Re-Read aloud by: Ryan Wiancko on September 17th 2010</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #010: The Chemistry of Game Design</title>
		<link>http://www.industrybroadcast.com/2010/09/16/audio-article-10-the-chemistry-of-game-design-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/16/audio-article-10-the-chemistry-of-game-design-2/#comments</comments>
		<pubDate>Thu, 16 Sep 2010 21:02:58 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[alchemy]]></category>
		<category><![CDATA[atom]]></category>
		<category><![CDATA[chemistry]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[skill chain]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=651</guid>
		<description><![CDATA[We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry&#8217; .  The [...]]]></description>
			<content:encoded><![CDATA[<p>We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry&#8217; .  The answer of course could help us create truly meaningful and masterfully created psychological experiences through gameplay.  It could also be an understanding that allows your game to be one of the <a target="_blank" href="http://www.gamedaily.com/articles/news/only-four-percent-of-video-games-make-a-profit-ndash-eedar-/?biz=1" target="_blank">4% of games that actually makes a profit</a>, so instead of &#8216;<a target="_blank" href="http://www.gamedaily.com/articles/news/only-four-percent-of-video-games-make-a-profit-ndash-eedar-/?biz=1" target="_blank">flying blind</a>&#8216; and hoping your features will make your product enjoyable take a lesson out of Daniel&#8217;s book and increase your chances by increasing your knowledge of your craft</p>
<h2>Title: &#8216;The Chemistry of Game Design&#8217;</h2>
<h2>Written by: Daniel Cook (<a target="_blank" rel="tag" href="http://www.lostgarden.com/" target="_blank">www.lostgarden.com</a>)</h2>
<h2>Read aloud by: Re-Ryan Wiancko on September 16th 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/16/audio-article-10-the-chemistry-of-game-design-2/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/651/0/IB010-DanielCook-ChemistryofGameDesign.mp3" length="22823827" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enl[...]</itunes:subtitle>
		<itunes:summary>We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry&#8217; .  The answer of course could help us create truly meaningful and masterfully created psychological experiences through gameplay.  It could also be an understanding that allows your game to be one of the 4% of games that actually makes a profit, so instead of &#8216;flying blind&#8216; and hoping your features will make your product enjoyable take a lesson out of Daniel&#8217;s book and increase your chances by increasing your knowledge of your craft
Title: &#8216;The Chemistry of Game Design&#8217;
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Re-Ryan Wiancko on September 16th 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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