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Sep

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

Title: ‘Turn around Time’

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

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

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Rating: 10.0/10 (2 votes cast)

Sep

In this Article we go into the dangers of set in stone milestones and how to implement optimistic goals to achieve higher productivity in your team.

Title: ‘Milestones Considered Harmful?’

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

Re-Read aloud by: Ryan Wiancko on September 7th 2010

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Rating: 10.0/10 (1 vote cast)

Sep

For most of us Crunch time is a fact of life in the Game Industry, Jamie Fristrom offers some insight on how to deal with it, how much is good and what to avoid in order to prevent ‘Teamicide’

Title: ‘Crunch’

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

Re-Read aloud by: Ryan Wiancko on September 7th 2010

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Rating: 10.0/10 (2 votes cast)

Sep

Not all Projects are a dream come true, in fact none of them are. Some insight from Jamie Fristrom on what to expect and how to deal with it.

Title: ‘Most Projects Suck’

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

Re-Read aloud by: Ryan Wiancko on September 6th 2010

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Rating: 10.0/10 (2 votes cast)

Sep

Books are an essential part of learning how to become better at what you do without having to learn things the hard way, but they can also be misleading.  In this article we go over some of the lessons learned about avoiding being misled as well as some great suggestions on books that every Game Developer should have in their bookshelf.

Title: ‘Books are Good’

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

Re-Read aloud by: Ryan Wiancko on September 2nd 2010

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Rating: 10.0/10 (2 votes cast)

May

Jamie Fristrom is back in this two part management article.  The first section dealing with how to structure the hierarchy of your team to empower each member and boost morale.  Secondly we talk about ‘The Dead Zone’ , the period on a production after the creative planning has been finished but before the testing has begun when it feels like nothing is getting accomplished.

Title A: ‘The Czar Chart‘ – Original Article

Title B: ‘The Dead Zone‘ – Original Article

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

Read aloud by: Ryan Wiancko on May 4th, 2009

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Rating: 0.0/10 (0 votes cast)

Apr

Jamie Fristrom‘s brings us the first Postmortem to grace the pages of Industrybroadcast.  This great piece will shed insight on the process of not just making an indie game but making games in general, running distributed teams and much more.  A must read for anyone going through this process for the first for 15th time

Title: ‘Schizoid Postmortem

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

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

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Rating: 8.0/10 (1 vote cast)

Feb

Jamie Fristrom‘s is back once again with two great articles for all the producers and managers out there.  Multi-class characters is some insight into the value and usefulness of having Generalists on your team and the second Law of Bad management is a great piece on something that managers tend to forget so often,  that being that they are there to Manage not get in the trenches and work.

Title: ‘Multi-Class Characters + The 2nd Law of Bad Management

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

Read aloud by: Ryan Wiancko on February 24th, 2008

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Rating: 0.0/10 (0 votes cast)

Jan

In another great piece from his Manager in Strange Land series, Jamie goes into detail about the dangers of dependencies, how to avoid then, which ones just aren’t avoidable and how to deal with them.

Title: Dependencies” – Original Article

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

Read aloud by: Ryan Wiancko on January 1st, 2009

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Rating: 0.0/10 (0 votes cast)

Dec

Another Great addition from Jamie Fristrom‘s Manager in Strange Land’ series.  This time talking about not only how to structure your team and get the most out of all lines of communication but also how to best spot the bottlenecks in your production and what to do when you have.

Title: ‘Optimizing your Team + Old Fashioned Communication

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

Read aloud by: Ryan Wiancko on December 8th, 2008

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