Tip Jar
IB Book Club
Subscribe
Archives
- October 2010
- September 2010
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
- December 2008
- November 2008
- October 2008
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
Contributors
Blogroll
- Agile Game Dev
- Allegory of the Game
- Art Dept Confidential
- Artful Gamer
- Bruno-Urbain
- Dallas Snell
- Daniel Kiedrowski
- David Perry
- Design Rampage
- Designer-Notes
- Digipen Podclass
- Eric Scharf
- Ethan Kennerly
- Experimental Game Dev Podcast
- Full Bright
- Game Design Advice
- Game Design Studio
- Game Dev Radio
- Game Research
- GameAttorny
- GameDev.net
- GameDevBlog
- GameProducer
- Games From Within
- Games LOL
- GB Games
- Grey Alien Games
- http://8bitfeed.com
- Idle Thumbs
- Ihobo
- Ihobo.com
- Insert Coin
- Jeff Vogel
- Jonas Smith
- Joris Dormans
- Josh Sutphin
- Joshua Dallman
- Lost Garden
- MakeItBigInGames
- mplay.de
- MyGameStudies.com
- Netflow Developments
- Pascal Luban
- Paul Evans
- Pixel Game Ninja
- Plush Apocalypse
- Polycat
- Ryan Wiancko
- Sec Dat
- Senzee 5
- Simon Egenfeldt Ph.D
- Sloperama
- Spiderweb Software
- Spree Tree
- Steve-Ince.co.uk
- Tale of Tales
- The Ludologist
- Tobias Lundmark
- Travel to Austin
- Travel to Orlando
- Travel to Toronto
- Troy Gilbert
- Values at Play
- VG Chartz
Oct
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: ‘What are Game Mechanics’
Written by: Daniel Cook(www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on October 4th, 2010
Sep
We end this first series of 5 Daniel Cook articles The Chemistry of Game Design. This fat articles goes to ask the question ‘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’ . 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 ‘flying blind‘ and hoping your features will make your product enjoyable take a lesson out of Daniel’s book and increase your chances by increasing your knowledge of your craft
Title: ‘The Chemistry of Game Design’
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Re-Ryan Wiancko on September 16th 2010
Sep
We are pleased to present the 3rd Article from Daniel Cook titled “What actitivies can be turned into games?. In this article we take a look at the emergence of alternate activies being turned into video games(wii fit for example) and talk about what could possible be in store in this area of game development
Title: ‘What actitivies can be turned into games?’
Written by: Daniel Cook (www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on September 13th 2010
Audio Article 008: Daniel Cook - What Activities can be turned into games Play Now | Play in Popup | Download (373)Sep
Our Second article from Daniel Cook entitled Building fun into software takes a hard look at what the software world can learn from the game industry about making better software
Title: ‘Building Fun into Software’
Written by: Daniel Cook (www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on September 13 2010
Sep
In our first article from Daniel cook we Explore the use and importance of Theme in Game Design and how it differs from the use of Theme in other medium such as books and film
Title: ‘Theme and Game Design’
Written by: Daniel Cook (www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on September 10th 2010
Oct
Daniel Cook indulges his evil side in today’s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.
Title: “How to design online Crack“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on Oct 13th, 2009
Jul
Lost Garden’s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man’s wisdom and understanding. Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense of long term loyalty. More importantly he delves into what the Casual Developer can do to break this short-sighted addiction and create life-long revenue streams from a loyal customer base
Title: “Casual Games Manifesto“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on July 24th, 2009
Jun
Daniel Cook, if you haven’t noticed, is created an overall language which designers and developers alike can use to evaluate, discuss and plan the aspects of our craft that before now seemed to subjective or abstract to quantify in any way. He carries this trend on today as he breaks down the layers of game design and looks at the consequences of investing in each layer, more importantly what this means for the developer, the designer or the publisher
Title: “A practical definition of innovation“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on June 2nd, 2009
Apr
Daniel Cook‘s brings us our 100th article today where he talks about the 6 basic design styles from which all games are derived from. By taking a look and classifying design into these categories a designer is better equipped to prioritize decisions in the future and keep desired elements in the forefront instead of having the game become watered down and less effective.
I would like to take this post to thank all of our AMAZING contributing authors that make Industrybroadcast.com possible.. If you haven’t already, scroll down a little bit and check out the contributors section on the left hand side. These people are the leading minds in our industry, and thankfully the most vocal, and we can all stand to learn a great deal from their wisdom and experience!
Title: “What is your Game Design Style“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on April 20th, 2009
Mar
Daniel Cook‘s back again with another thought provoking piece about Paintbox games. Games he says that not only encourage a player to be creative but actually augment a players ability to be creative by giving him/her the tools and encouragement to easily and confidently be able to express their creativity. Of course also touching on what it takes to make a paintbox game and why they are so important.
