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Please Vote
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.
Title: “Paintbox Games“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on March 15th, 2009
Jan
Daniel Cook‘s second half of his ‘Constructing Artificial Emotions’ article is just as good as the first, so worry not. It is with great pleasure that I am able to present you with the conclusion to Yesterdays Article with Part B of this amazing piece.
Title: “Constructing Artificial Emotions“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on January 26th, 2009
Jan
Daniel Cook brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it comes to Prototyping your project. There are common pitfalls that a prototype can suffer from and Daniel has gone and tackled some of the major ones to help you realize the incredibly high value that a solid prototyping phase represents to any development.
Title: “Constructing Artificial Emotions“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on January 25th, 2009
Jan
Daniel Cook brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it comes to Prototyping your project. There are common pitfalls that a prototype can suffer from and Daniel has gone and tackled some of the major ones to help you realize the incredibly high value that a solid prototyping phase represents to any development.
Title: “Prototyping Pitfalls“ – Original Article
Written by: Daniel Cook(www.lostgarden.com)
Read aloud by: Ryan Wiancko on January 5th, 2009
Dec
We are more than pleased to present you with more insight from the mind of Daniel Cook. This time Daniel looks at the correlation between innovation and success in the Video Game Industry and shares his thoughts on why it is a fatal mistake to Innovate Half way
Title: ‘Never Innovate Half Way‘ – Original Article
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Ryan Wiancko on December 9th, 2008
Dec
On this beautiful monday morning we bring some food for thought from the great mind of Mr. Daniel Cook in regards to the dangers of HandCrafted Content. In a time when integral design changes across a project can set a project back months, as well as hundreds of thousands of dollars it becomes increasingly critical to design with flexibility in mind.

















