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Email Updates
- Your game industry in your words: Week of February 3
- Get a job: Visceral Games, 2K Marin, and others hiring now on the Gamasutra jobs board
- Another ratings group and 470,000 game addicts, this week in Korean news
- Apple removes several iOS copycat games from one offending developer
- Halfbrick, Bejeweled, Pocket Gems talks added to GDC 2012 Smartphone Summit
- Best of Indie Games: From The Cat that Got the Milk to Hack, Slash, Loot
- Disgaea performance boosts Nippon Ichi earnings estimates
- Report: Layoffs hit EA's Vancouver branch as company makes digital shift
- Microsoft's Xbox Live policy director resigning
- Kingdom Rush takes on Where's My Water? on iPad charts
- News: Viacom earnings fall, Harmonix dispute blamed
- News: SEGA 9 month profit down 6.6% YoY as games buoyed by Pachinko
- News: Eutechnyx signs Brain in a Jar for latest racing game
- News: Nippon Ichi increases net income forecast to ¥203m
- News: Zynga designer and Nexon exec join AIAS board
- News: Seamus Blackley: iOS is the "new arcade", 99c the "new quarter"
- News: Xbox marketing head joins Apple
- News: 6Waves Lolapps denies breaching NDA with Spry Fox
- News: GFACE launches Crytek backed freemium service
- News: DDM appoints new director of business development
- News: Harvest Moon creator Yasuhiro Wada founds new studio
- News: DeNA Studios Canada opens in Vancouver
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Blogroll
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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
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
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
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
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
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
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
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
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
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.

