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	<description>Bringing the Collective Insight of the Gaming Industry to your ears</description>
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<site xmlns="com-wordpress:feed-additions:1">5266479</site>	<copyright>Copyright &#xA9; IndustryBroadcast 2015 </copyright>
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	<itunes:summary>Bringing the Collective Insight of the Gaming Industry to your ears</itunes:summary>
	<itunes:keywords></itunes:keywords>
	<itunes:category text="Society &#38; Culture" />
	<itunes:author></itunes:author>
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		<itunes:email>ryan@industrybroadcast.com</itunes:email>
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		<title>Audio Article #28: Prototyping for Fun and Profit</title>
		<link>http://www.industrybroadcast.com/2012/05/09/audio-article-28-prototyping-for-fun-and-profit-2/</link>
		<comments>http://www.industrybroadcast.com/2012/05/09/audio-article-28-prototyping-for-fun-and-profit-2/#respond</comments>
		<pubDate>Wed, 09 May 2012 20:30:25 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[alegro]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[noel llopic]]></category>
		<category><![CDATA[profit]]></category>
		<category><![CDATA[prototyping]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=1244</guid>
		<description><![CDATA[Noel Llopis brings his second insightful piece to Industrybroadcast.com, telling about his experience and thoughts on prototyping before production.  Experience that tells us to focus on finding the true fun behind your product BEFORE you start spending your budget on it, as apposed to afterwards when you learn no body wants to play itl Title: [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Noel Llopis brings his second insightful piece to Industrybroadcast.com, telling about his experience and thoughts on prototyping before production.  Experience that tells us to focus on finding the true fun behind your product BEFORE you start spending your budget on it, as apposed to afterwards when you learn no body wants to play itl</p>
<h2>Title: &#8216;<a href="http://gamesfromwithin.com/?p=95">Prototyping for Fun and Profit</a>&#8216;- Click for Article</h2>
<h2>Written by: Noel Llopis (<a href="http://www.gamesfromwithin.com ">www.gamesfromwithin.com</a>)</h2>
<h2>RE-Read aloud by: Ryan Wiancko on May 8th 2012</h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Noel Llopis brings his second insightful piece to Industrybroadcast.com, telling about his experience and thoughts on prototyping before production.  Experience that tells us to focus on finding the true fun behind your product BEFORE you start spen[...]</itunes:subtitle>
		<itunes:summary>Noel Llopis brings his second insightful piece to Industrybroadcast.com, telling about his experience and thoughts on prototyping before production.  Experience that tells us to focus on finding the true fun behind your product BEFORE you start spending your budget on it, as apposed to afterwards when you learn no body wants to play itl
Title: &#8216;Prototyping for Fun and Profit&#8216;- Click for Article
Written by: Noel Llopis (www.gamesfromwithin.com)
RE-Read aloud by: Ryan Wiancko on May 8th 2012</itunes:summary>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Audio Article #27: Scrum and Long Term Project Planning</title>
		<link>http://www.industrybroadcast.com/2012/05/05/audio-article-27-scrum-and-long-term-project-planning-2/</link>
		<comments>http://www.industrybroadcast.com/2012/05/05/audio-article-27-scrum-and-long-term-project-planning-2/#respond</comments>
		<pubDate>Sat, 05 May 2012 19:26:17 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Management]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=1241</guid>
		<description><![CDATA[Clinton Keith shares some more insight detailng the workings of running an agile team, not only what you need to do from a developer point of view but also steps to take as a publisher to enable an agile team and realize more productivity out of your project teams than ever before.  He quickly dispells the [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.clintonkeith.com " target="_blank">Clinton Keith</a> shares some more insight detailng the workings of running an agile team, not only what you need to do from a developer point of view but also steps to take as a publisher to enable an agile team and realize more productivity out of your project teams than ever before.  He quickly dispells the myth that scrum and agile development immediately do away with planning all together and goes over some methods of implementing planning structures into an Agile Team environment</p>
<p>&nbsp;</p>
<h2>Title: &#8216;Scrum and Long Term Project Planning &#8216;</h2>
<h2>Written by: Clinton Keith (<a href="http://www.clintonkeith.com " target="_blank">www.clintonkeith.com</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on May 5th, 2012</h2>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Clinton Keith shares some more insight detailng the workings of running an agile team, not only what you need to do from a developer point of view but also steps to take as a publisher to enable an agile team and realize more productivity out of you[...]</itunes:subtitle>
		<itunes:summary>Clinton Keith shares some more insight detailng the workings of running an agile team, not only what you need to do from a developer point of view but also steps to take as a publisher to enable an agile team and realize more productivity out of your project teams than ever before.  He quickly dispells the myth that scrum and agile development immediately do away with planning all together and goes over some methods of implementing planning structures into an Agile Team environment
&#160;
Title: &#8216;Scrum and Long Term Project Planning &#8216;
Written by: Clinton Keith (www.clintonkeith.com)
Re-Read aloud by: Ryan Wiancko on May 5th, 2012</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #26: Five Realistic Steps To Starting A Game Development Company</title>
		<link>http://www.industrybroadcast.com/2012/05/02/audio-article-26-five-realistic-steps-to-starting-a-game-development-company-2/</link>
		<comments>http://www.industrybroadcast.com/2012/05/02/audio-article-26-five-realistic-steps-to-starting-a-game-development-company-2/#respond</comments>
		<pubDate>Wed, 02 May 2012 10:48:48 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[game studio]]></category>
		<category><![CDATA[garage games]]></category>
		<category><![CDATA[jeff tunnel]]></category>
		<category><![CDATA[starting out]]></category>
		<category><![CDATA[startup]]></category>
		<category><![CDATA[survive]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=1201</guid>
		<description><![CDATA[We are proud to welcome the wisdom of Jeff Tunnell to IndustryBroadcast.com.  In his first article with us we explore some of the strategies for starting your own game development studios, the challenges along the way as well as shattering some common misconceptions that many new aspiring &#8216;developers&#8217; have going into this venture Title: &#8216;Five [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>We are proud to welcome the wisdom of <a href="http://www.makeitbigingames.com " target="_blank">Jeff Tunnell</a> to IndustryBroadcast.com.  In his first article with us we explore some of the strategies for starting your own game development studios, the challenges along the way as well as shattering some common misconceptions that many new aspiring &#8216;developers&#8217; have going into this venture</p>
<h2>Title: &#8216;Five Realistic Steps To Starting A Game Development Company &#8216;</h2>
<h2>Written by: Jeff Tunnell (<a href="http://www.makeitbigingames.com " target="_blank"><strong>www.makeitbigingames.com</strong></a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on May 2nd 2012</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<post-id xmlns="com-wordpress:feed-additions:1">1201</post-id>		<enclosure url="http://www.industrybroadcast.com/wp-content/uploads/IB026-JeffTunnel-5Steps2Start.mp3" length="7392615" type="audio/mpeg" />
		<itunes:duration>0:22:06</itunes:duration>
		<itunes:subtitle>We are proud to welcome the wisdom of Jeff Tunnell to IndustryBroadcast.com.  In his first article with us we explore some of the strategies for starting your own game development studios, the challenges along the way as well as shattering some comm[...]</itunes:subtitle>
		<itunes:summary>We are proud to welcome the wisdom of Jeff Tunnell to IndustryBroadcast.com.  In his first article with us we explore some of the strategies for starting your own game development studios, the challenges along the way as well as shattering some common misconceptions that many new aspiring &#8216;developers&#8217; have going into this venture
Title: &#8216;Five Realistic Steps To Starting A Game Development Company &#8216;
Written by: Jeff Tunnell (www.makeitbigingames.com)
Re-Read aloud by: Ryan Wiancko on May 2nd 2012</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #025: Fun is Fine</title>
		<link>http://www.industrybroadcast.com/2012/04/30/audio-article-025-fun-is-fine/</link>
		<comments>http://www.industrybroadcast.com/2012/04/30/audio-article-025-fun-is-fine/#respond</comments>
		<pubDate>Mon, 30 Apr 2012 17:41:12 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[ethan kennerly]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[medium]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=1157</guid>
		<description><![CDATA[The first of what will be many insightful articles from Ethan Kennerly titled: Fun is Fine.  In this article we delve deep into the question of &#8216;Are Games Fun&#8217; one which requires not only a deeper understanding of games, but also that of fun itself. Title: &#8216;Fun is Fine Toward a Philosophy of Game Design&#8217; [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>The first of what will be many insightful articles from Ethan Kennerly titled: Fun is Fine.  In this article we delve deep into the question of &#8216;Are Games Fun&#8217; one which requires not only a deeper understanding of games, but also that of fun itself.</p>
<h2>Title: &#8216;Fun is Fine Toward a Philosophy of Game Design&#8217;</h2>
<h2>Written by: Ethan Kennerly(<strong><a href="http://www.finegamedesign.com " target="_blank">www.finegamedesign.com</a></strong>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on April 30th, 2012</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>The first of what will be many insightful articles from Ethan Kennerly titled: Fun is Fine.  In this article we delve deep into the question of &#8216;Are Games Fun&#8217; one which requires not only a deeper understanding of games, but also that of[...]</itunes:subtitle>
		<itunes:summary>The first of what will be many insightful articles from Ethan Kennerly titled: Fun is Fine.  In this article we delve deep into the question of &#8216;Are Games Fun&#8217; one which requires not only a deeper understanding of games, but also that of fun itself.
Title: &#8216;Fun is Fine Toward a Philosophy of Game Design&#8217;
Written by: Ethan Kennerly(www.finegamedesign.com)
Re-Read aloud by: Ryan Wiancko on April 30th, 2012</itunes:summary>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #024: Managing Game Design Risk</title>
		<link>http://www.industrybroadcast.com/2012/04/22/audio-article-024-managing-game-design-risk/</link>
		<comments>http://www.industrybroadcast.com/2012/04/22/audio-article-024-managing-game-design-risk/#respond</comments>
		<pubDate>Mon, 23 Apr 2012 02:48:34 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[content]]></category>
		<category><![CDATA[creative]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[data driver]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[financial]]></category>
		<category><![CDATA[god of war]]></category>
		<category><![CDATA[risk]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=718</guid>
		<description><![CDATA[Another invaluable article out of the mind of Daneil Cook.  Here we break down Risks of Game design and take an indepth look at mitigating them with Data Driver Game Design, as well as tackling its pitfalls.  A must listen to for any project lead, designer or producer, especially in an industry in which most game [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Another invaluable article out of the mind of <a href="http://www.lostgarden.com " target="_blank">Daneil Cook</a>.  Here we break down Risks of Game design and take an indepth look at mitigating them with Data Driver Game Design, as well as tackling its pitfalls.  A must listen to for any project lead, designer or producer, especially in an industry in which most game leads are simply &#8216;<a href="http://www.gamedaily.com/articles/news/only-four-percent-of-video-games-make-a-profit-ndash-eedar-/?biz=1" target="_blank">flying blind</a>&#8216; as to what will make or break their game or their studio</p>
<h2>Title: &#8216;Managing Game Design Risk&#8217;</h2>
<h2>Written by: Daniel Cook(<a href="http://www.lostgarden.com " target="_blank">www.lostgarden.com</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on April 22nd, 2012</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>0:34:41</itunes:duration>
		<itunes:subtitle>Another invaluable article out of the mind of Daneil Cook.  Here we break down Risks of Game design and take an indepth look at mitigating them with Data Driver Game Design, as well as tackling its pitfalls.  A must listen to for any project lead, d[...]</itunes:subtitle>
		<itunes:summary>Another invaluable article out of the mind of Daneil Cook.  Here we break down Risks of Game design and take an indepth look at mitigating them with Data Driver Game Design, as well as tackling its pitfalls.  A must listen to for any project lead, designer or producer, especially in an industry in which most game leads are simply &#8216;flying blind&#8216; as to what will make or break their game or their studio
Title: &#8216;Managing Game Design Risk&#8217;
Written by: Daniel Cook(www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on April 22nd, 2012</itunes:summary>
		<itunes:keywords>Business, Management</itunes:keywords>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #21: Leaders Play Bass</title>
		<link>http://www.industrybroadcast.com/2012/04/19/audio-article-21-leaders-play-bass-2/</link>
		<comments>http://www.industrybroadcast.com/2012/04/19/audio-article-21-leaders-play-bass-2/#respond</comments>
		<pubDate>Thu, 19 Apr 2012 18:32:12 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[bass]]></category>
		<category><![CDATA[gamedevblog]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[leaders]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=715</guid>
		<description><![CDATA[If you are looking for a quick and easily digestable article to affirm some leadership do&#8217;s and don&#8217;t then take a quick listen to Jamie Fristroms latest Installment in the Manager in Strange Land Series titled &#8216;Leaders Play Bass Title: &#8216;Leaders Play Bass&#8217; Written by: Jamie Fristrom(www.gamedevblog.com) RE-Read aloud by: Ryan Wiancko on April 19th 2012]]></description>
				<content:encoded><![CDATA[<p>If you are looking for a quick and easily digestable article to affirm some leadership do&#8217;s and don&#8217;t then take a quick listen to <a href="http://www.gamedevblog.com ">Jamie Fristroms</a> latest Installment in the Manager in Strange Land Series titled &#8216;Leaders Play Bass</p>
<h2>Title: &#8216;Leaders Play Bass&#8217;</h2>
<h2>Written by: Jamie Fristrom(<a href="http://www.gamedevblog.com " target="_blank">www.gamedevblog.com</a>)</h2>
<h2>RE-Read aloud by: Ryan Wiancko on April 19th 2012</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>0:06:05</itunes:duration>
		<itunes:subtitle>If you are looking for a quick and easily digestable article to affirm some leadership do&#8217;s and don&#8217;t then take a quick listen to Jamie Fristroms latest Installment in the Manager in Strange Land Series titled &#8216;Leaders Play Bass
Ti[...]</itunes:subtitle>
		<itunes:summary>If you are looking for a quick and easily digestable article to affirm some leadership do&#8217;s and don&#8217;t then take a quick listen to Jamie Fristroms latest Installment in the Manager in Strange Land Series titled &#8216;Leaders Play Bass
Title: &#8216;Leaders Play Bass&#8217;
Written by: Jamie Fristrom(www.gamedevblog.com)
RE-Read aloud by: Ryan Wiancko on April 19th 2012</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #020: Why Use Scrum</title>
		<link>http://www.industrybroadcast.com/2012/04/17/audio-article-020-why-use-scrum/</link>
		<comments>http://www.industrybroadcast.com/2012/04/17/audio-article-020-why-use-scrum/#respond</comments>
		<pubDate>Wed, 18 Apr 2012 01:46:23 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[agile]]></category>
		<category><![CDATA[clinton keith]]></category>
		<category><![CDATA[efficiency]]></category>
		<category><![CDATA[lean]]></category>
		<category><![CDATA[methodology]]></category>
		<category><![CDATA[scrum]]></category>
		<category><![CDATA[teams]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=706</guid>
		<description><![CDATA[Clinton Keith is the author on this great introductory article on Scrum and why you should be using it. We cover the details of how it is structured the pitfalls that can arise if it isn&#8217;t implemented properly and how to truly achieve a new level of efficiency and transparency with the Agile Development Methodology. [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.agilegamedevelopment.com/blog.html">Clinton Keith</a> is the author on this great introductory article on Scrum and why you should be using it.<br />
We cover the details of how it is structured the pitfalls that can arise if it isn&#8217;t implemented properly and how to truly achieve a new level of efficiency and transparency with the Agile Development Methodology.</p>
<h2>Title: &#8216;Why Use Scrum?&#8217;</h2>
<h2>Written by: Clinton Keith(<a href="http://www.clintonkeith.com" target="_blank">www.clintonkeith.com</a>)</h2>
<h2>Read aloud by: Ryan Wiancko on November 7th, 2008</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<post-id xmlns="com-wordpress:feed-additions:1">706</post-id>		<enclosure url="http://www.industrybroadcast.com/wp-content/uploads/IB020-ClintonKeith-WhyUseScrum.mp3" length="7593281" type="audio/mpeg" />
		<itunes:duration>0:21:21</itunes:duration>
		<itunes:subtitle>Clinton Keith is the author on this great introductory article on Scrum and why you should be using it.
We cover the details of how it is structured the pitfalls that can arise if it isn&#8217;t implemented properly and how to truly achieve a new le[...]</itunes:subtitle>
		<itunes:summary>Clinton Keith is the author on this great introductory article on Scrum and why you should be using it.
We cover the details of how it is structured the pitfalls that can arise if it isn&#8217;t implemented properly and how to truly achieve a new level of efficiency and transparency with the Agile Development Methodology.
Title: &#8216;Why Use Scrum?&#8217;
Written by: Clinton Keith(www.clintonkeith.com)
Read aloud by: Ryan Wiancko on November 7th, 2008</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #019: New Mythical Content for Narrative Games</title>
		<link>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/</link>
		<comments>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/#respond</comments>
		<pubDate>Tue, 12 Oct 2010 12:00:19 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[hero]]></category>
		<category><![CDATA[joris dormans]]></category>
		<category><![CDATA[jorisdormans.nl]]></category>
		<category><![CDATA[mythical content]]></category>
		<category><![CDATA[story telling]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=697</guid>
		<description><![CDATA[We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design.  The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolving for Modern Games. Title: &#8216;The Hacker: New Mythical Content [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design.  The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolving for Modern Games.</p>
<h2>Title: &#8216;The Hacker: New Mythical Content for Narrative Games&#8217;</h2>
<h2>Written by: Joris Dormans(<a href="http://www.jorisdormans.nl/" target="_blank">www.jorisdormans.nl</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on October 11th, 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<post-id xmlns="com-wordpress:feed-additions:1">697</post-id>		<enclosure url="http://www.industrybroadcast.com/wp-content/uploads/IB019-JorisDormans-NewMythicalContent.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design.  The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolvin[...]</itunes:subtitle>
		<itunes:summary>We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design.  The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolving for Modern Games.
Title: &#8216;The Hacker: New Mythical Content for Narrative Games&#8217;
Written by: Joris Dormans(www.jorisdormans.nl)
Re-Read aloud by: Ryan Wiancko on October 11th, 2010</itunes:summary>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #017 &#8211; What are Game Mechanics</title>
		<link>http://www.industrybroadcast.com/2010/10/04/audio-article-017-what-are-game-mechanics/</link>
		<comments>http://www.industrybroadcast.com/2010/10/04/audio-article-017-what-are-game-mechanics/#respond</comments>
		<pubDate>Mon, 04 Oct 2010 22:13:32 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[framework]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=691</guid>
		<description><![CDATA[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 [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>We are more than please to present another Article by <a href="http://www.lostgarden.com " target="_blank">Daniel Cook</a> 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.</p>
<h2>Title: &#8216;What are Game Mechanics&#8217;</h2>
<h2>Written by: Daniel Cook(<a href="http://www.lostgarden.com " target="_blank">www.lostgarden.com</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on October 4th, 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/10/04/audio-article-017-what-are-game-mechanics/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<post-id xmlns="com-wordpress:feed-additions:1">691</post-id>		<enclosure url="http://www.industrybroadcast.com/wp-content/uploads/IB017-DanielCook-WhatAreGameMechanics.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 u[...]</itunes:subtitle>
		<itunes:summary>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: &#8216;What are Game Mechanics&#8217;
Written by: Daniel Cook(www.lostgarden.com)
Re-Read aloud by: Ryan Wiancko on October 4th, 2010</itunes:summary>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #16b: The Road Not Taken &#8211; Part 2</title>
		<link>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/#comments</comments>
		<pubDate>Wed, 29 Sep 2010 14:44:55 +0000</pubDate>
		<dc:creator><![CDATA[Ryan]]></dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[interactive Fiction]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassmith.dk]]></category>
		<category><![CDATA[new]]></category>
		<category><![CDATA[radiolab]]></category>
		<category><![CDATA[road now taken]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=687</guid>
		<description><![CDATA[So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;<a href="http://www.radiolab.org">Radiolab </a>inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I can improve this, what&#8217;s working and what isn&#8217;t.. So don&#8217;t be shy, leave a comment below and lay it on me!</p>
<h2><span style="color: #999999;">Title: &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;Part 2<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Jonas Smith(<a href="www.gamedevblog.com" target="_blank">www.jonassmith.dk</a>) </span></h2>
<h2><span style="color: #999999;">Re-Read aloud by: Ryan Wiancko on September 7th 2010<br />
</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	<post-id xmlns="com-wordpress:feed-additions:1">687</post-id>		<enclosure url="http://www.industrybroadcast.com/wp-content/uploads/IB016b-IBJonasSmith-RoadNotTaken_Pt2.mp3" length="21509922" type="audio/mpeg" />
		<itunes:duration>0:21:58</itunes:duration>
		<itunes:subtitle>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m att[...]</itunes:subtitle>
		<itunes:summary>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I can improve this, what&#8217;s working and what isn&#8217;t.. So don&#8217;t be shy, leave a comment below and lay it on me!
Title: &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;Part 2

Written by: Jonas Smith(www.jonassmith.dk) 
Re-Read aloud by: Ryan Wiancko on September 7th 2010
</itunes:summary>
		<itunes:author>ryan@industrybroadcast.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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