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	<title>IndustryBroadcast &#187; Jamie Fristrom</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>
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	<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" />
	</itunes:category>
	<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>
	<itunes:block>no</itunes:block>
	<itunes:explicit>no</itunes:explicit>
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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>
	</item>
		<item>
		<title>Audio Article #005: Milestones Considered Harmful?</title>
		<link>http://www.industrybroadcast.com/2010/09/07/audio-article-5-milestones-considered-harmful-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/07/audio-article-5-milestones-considered-harmful-2/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 03:37:34 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[milestones]]></category>
		<category><![CDATA[optimistic goals]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=628</guid>
		<description><![CDATA[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: &#8216;Milestones Considered Harmful?&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) Re-Read aloud by: Ryan Wiancko on September 7th 2010]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2><strong>Title: &#8216;Milestones Considered Harmful?&#8217; </strong></h2>
<h2><strong>Written by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></h2>
<h2><strong>Re-Read aloud by: Ryan Wiancko on September 7th 2010<br />
</strong></h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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: &#8216;Milestones Considered Harmful?&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com[...]</itunes:subtitle>
		<itunes:summary>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: &#8216;Milestones Considered Harmful?&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud by: Ryan Wiancko on September 7th 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 #004: Crunch</title>
		<link>http://www.industrybroadcast.com/2010/09/07/audio-article-004-crunch/</link>
		<comments>http://www.industrybroadcast.com/2010/09/07/audio-article-004-crunch/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 11:21:42 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[crunch]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=623</guid>
		<description><![CDATA[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 &#8216;Teamicide&#8217; Title: &#8216;Crunch&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) Re-Read aloud by: Ryan Wiancko on September 7th 2010]]></description>
			<content:encoded><![CDATA[<p>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 &#8216;Teamicide&#8217;</p>
<h2><span style="color: #999999;"><strong>Title: &#8216;Crunch&#8217; </strong></span></h2>
<h2><span style="color: #999999;"><strong>Written by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></span></h2>
<h2><span style="color: #999999;"><strong><span style="color: #000000;">Re-</span>Read aloud by: Ryan Wiancko on September 7th 2010<br />
</strong></span></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>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 &#8216;Teamicide&#8217;
Title: &#8216;Crunch&#8217; 
Written by: Jam[...]</itunes:subtitle>
		<itunes:summary>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 &#8216;Teamicide&#8217;
Title: &#8216;Crunch&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud by: Ryan Wiancko on September 7th 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 #003: Most Projects Suck</title>
		<link>http://www.industrybroadcast.com/2010/09/05/audio-article-003-most-projects-suck/</link>
		<comments>http://www.industrybroadcast.com/2010/09/05/audio-article-003-most-projects-suck/#comments</comments>
		<pubDate>Mon, 06 Sep 2010 08:38:38 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[gamedevblog]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[projects]]></category>
		<category><![CDATA[suck]]></category>
		<category><![CDATA[torpex]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=619</guid>
		<description><![CDATA[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: &#8216;Most Projects Suck&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) Re-Read aloud by: Ryan Wiancko on September 6th 2010]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2><span style="color: #999999;"><strong>Title: &#8216;Most Projects Suck&#8217; </strong></span></h2>
<h2><span style="color: #999999;"><strong>Written by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></span></h2>
<h2><span style="color: #999999;"><strong><span style="color: #000000;">Re-</span>Read aloud by: Ryan Wiancko on September 6th 2010<br />
</strong></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/05/audio-article-003-most-projects-suck/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/619/0/IB003-JamieFristrom-MostProjectsSuck.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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: &#8216;Most Projects Suck&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud b[...]</itunes:subtitle>
		<itunes:summary>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: &#8216;Most Projects Suck&#8217; 
Written by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read aloud by: Ryan Wiancko on September 6th 2010
</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 #002: Books are Good</title>
		<link>http://www.industrybroadcast.com/2010/09/03/audio-article-002-books-are-good/</link>
		<comments>http://www.industrybroadcast.com/2010/09/03/audio-article-002-books-are-good/#comments</comments>
		<pubDate>Fri, 03 Sep 2010 11:59:08 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=607</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2><strong>Title:  &#8216;Books are Good&#8217; </strong></h2>
<h2><strong>Written  by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></h2>
<h2><strong><em>Re-</em>Read  aloud by: Ryan Wiancko on September 2nd 2010<br />
</strong></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>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 [...]</itunes:subtitle>
		<itunes:summary>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:  &#8216;Books are Good&#8217; 
Written  by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read  aloud by: Ryan Wiancko on September 2nd 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 #107(A-B) &#8211; The Czar Chart + The Dead Zone</title>
		<link>http://www.industrybroadcast.com/2009/05/04/audio-article-107a-b-the-czar-chart-the-dead-zone/</link>
		<comments>http://www.industrybroadcast.com/2009/05/04/audio-article-107a-b-the-czar-chart-the-dead-zone/#comments</comments>
		<pubDate>Mon, 04 May 2009 20:19:59 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[czar chart]]></category>
		<category><![CDATA[dead zone]]></category>
		<category><![CDATA[gamasutra]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[spiderman]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/2009/05/04/audio-article-107a-b-the-czar-chart-the-dead-zone/</guid>
		<description><![CDATA[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 &#8216;The Dead Zone&#8217; , the period on a production after the creative planning has been finished but before the testing has [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.gamedevblog.com " target="_blank">Jamie Fristrom</a> 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 &#8216;The Dead Zone&#8217; , 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.</p>
<h2><span style="color: #999999;">Title A: &#8216;<a target="_blank" href="http://www.gamasutra.com/view/feature/2040/manager_in_a_strange_land_the_.php" target="_blank">The Czar Chart</a></span><span style="color: #999999;">&#8216; &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Title B: &#8216;</span><span style="color: #999999;"><a target="_blank" href="http://www.gamasutra.com/view/feature/2033/manager_in_a_strange_land_the_.php" target="_blank">The Dead Zone</a>&#8216; &#8211; Original Article</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 May 4th, 2009</span></h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/369/0/IB107-JamieFristrom-CzarChart_DeadZone.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 &#8216;The Dead Zone&#8217; , the period on a pr[...]</itunes:subtitle>
		<itunes:summary>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 &#8216;The Dead Zone&#8217; , 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: &#8216;The Czar Chart&#8216; &#8211; Original Article

Title B: &#8216;The Dead Zone&#8216; &#8211; Original Article
Written by: Jamie Fristrom (www.gamedevblog.com) 
Read aloud by: Ryan Wiancko on May 4th, 2009</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 #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>
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		<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 #78(A+B): Multi-Class Characters + The 2nd Law of Bad Management</title>
		<link>http://www.industrybroadcast.com/2009/02/24/audio-article-78ab-multi-class-characters-the-2nd-law-of-bad-management/</link>
		<comments>http://www.industrybroadcast.com/2009/02/24/audio-article-78ab-multi-class-characters-the-2nd-law-of-bad-management/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 17:56:16 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[2nd law of bad management]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[generalist]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[manager]]></category>
		<category><![CDATA[mutli-class characters]]></category>
		<category><![CDATA[producer]]></category>
		<category><![CDATA[specialist]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/2009/02/24/audio-article-78ab-multi-class-characters-the-2nd-law-of-bad-management/</guid>
		<description><![CDATA[Jamie Fristrom&#8216;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 [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.gamedevblog.com " target="_blank">Jamie Fristrom</a>&#8216;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.</p>
<h2><span style="color: #999999;">Title: &#8216;Multi-Class Characters + The 2nd Law of Bad Management</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 February 24th, 2008</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/02/24/audio-article-78ab-multi-class-characters-the-2nd-law-of-bad-management/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Jamie Fristrom&#8216;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 manage[...]</itunes:subtitle>
		<itunes:summary>Jamie Fristrom&#8216;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: &#8216;Multi-Class Characters + The 2nd Law of Bad Management&#8216;

Written by: Jamie Fristrom (www.gamedevblog.com) 
Read aloud by: Ryan Wiancko on February 24th, 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 #51: Dependencies</title>
		<link>http://www.industrybroadcast.com/2009/01/01/audio-article-51-dependencies/</link>
		<comments>http://www.industrybroadcast.com/2009/01/01/audio-article-51-dependencies/#comments</comments>
		<pubDate>Fri, 02 Jan 2009 03:51:51 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[bottleneck]]></category>
		<category><![CDATA[dependencies]]></category>
		<category><![CDATA[gamedevblog.com]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[manager]]></category>
		<category><![CDATA[manager in strange land]]></category>
		<category><![CDATA[ms project]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=194</guid>
		<description><![CDATA[So, I've been using Microsoft Project a lot lately. By "a lot", I mean eight hours a day for weeks. (You can insert a rant here about how it may be Microsoft's worst piece of software ever.) How valuable this exercise will be remains to be seen. But Project does seem to be the only game in town, and doing it has reminded me of a truth about project management: namely, that dependencies are bad. 
]]></description>
			<content:encoded><![CDATA[<p>In another great piece from his Manager in Strange Land series,<a target="_blank" href="http://www.gamedevblog.com" target="_blank"> Jamie</a> goes into detail about the dangers of dependencies, how to avoid then, which ones just aren&#8217;t avoidable and how to deal with them.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"><a target="_blank" href="http://www.gamasutra.com/view/feature/2170/manager_in_a_strange_land_.php" target="_blank">Dependencies&#8221;</a></span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Jamie Fristrom</span><span style="color: #999999;">(</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></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on January 1st, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/01/01/audio-article-51-dependencies/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>So, I've been using Microsoft Project a lot lately. By "a lot", I mean eight hours a day for weeks. (You can insert a rant here about how it may be Microsoft's worst piece of software ever.) How valuable this exercise will be remains to be seen. But[...]</itunes:subtitle>
		<itunes:summary>So, I've been using Microsoft Project a lot lately. By "a lot", I mean eight hours a day for weeks. (You can insert a rant here about how it may be Microsoft's worst piece of software ever.) How valuable this exercise will be remains to be seen. But Project does seem to be the only game in town, and doing it has reminded me of a truth about project management: namely, that dependencies are bad.</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 #40(A+B): Optimizing your Team + Old Fashioned Communication</title>
		<link>http://www.industrybroadcast.com/2008/12/08/audio-article-40ab-optimizing-your-team-old-fashioned-communication/</link>
		<comments>http://www.industrybroadcast.com/2008/12/08/audio-article-40ab-optimizing-your-team-old-fashioned-communication/#comments</comments>
		<pubDate>Mon, 08 Dec 2008 10:37:19 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[manager in strange land]]></category>
		<category><![CDATA[old fashioning communication]]></category>
		<category><![CDATA[optimizing your team]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=153</guid>
		<description><![CDATA[Another Great addition from Jamie Fristrom&#8216;s Manager in Strange Land&#8217; 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: &#8216;Optimizing your Team + [...]]]></description>
			<content:encoded><![CDATA[<p>Another Great addition from <a target="_blank" href="http://www.gamedevblog.com " target="_blank">Jamie Fristrom</a>&#8216;s Manager in Strange Land&#8217; 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.</p>
<h2><span style="color: #999999;">Title: &#8216;Optimizing your Team + Old Fashioned Communication</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 December 8th, 2008</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2008/12/08/audio-article-40ab-optimizing-your-team-old-fashioned-communication/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Another Great addition from Jamie Fristrom&#8216;s Manager in Strange Land&#8217; 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 yo[...]</itunes:subtitle>
		<itunes:summary>Another Great addition from Jamie Fristrom&#8216;s Manager in Strange Land&#8217; 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: &#8216;Optimizing your Team + Old Fashioned Communication&#8216;

Written by: Jamie Fristrom (www.gamedevblog.com) 
Read aloud by: Ryan Wiancko on December 8th, 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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