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	<title>IGDA Leadership Forum &#187; Games</title>
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	<link>http://www.igda.org/leadership</link>
	<description>October 27th &#38; 28th, 2011</description>
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		<title>Let&#8217;s Reboot the Developer/Publisher Relationship &#8211; Mike McShaffry</title>
		<link>http://www.igda.org/leadership/2008/11/14/lets-reboot-the-developerpublisher-relationship-mike-mcshaffry/</link>
		<comments>http://www.igda.org/leadership/2008/11/14/lets-reboot-the-developerpublisher-relationship-mike-mcshaffry/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 22:12:42 +0000</pubDate>
		<dc:creator>BenHoyt</dc:creator>
				<category><![CDATA[LF08 Session Summary]]></category>
		<category><![CDATA[game contracts]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mike McShaffry]]></category>
		<category><![CDATA[milestones]]></category>
		<category><![CDATA[mliestone payments]]></category>
		<category><![CDATA[Mr. Mike]]></category>

		<guid isPermaLink="false">http://www.igda.org/leadership/?p=121</guid>
		<description><![CDATA[WHo is Mr. Mike? &#8211; Career started at Origin in the early-90&#8242;s working on the Ultima series, until Ultima Online.  Then founded his own studio where he made Magnadoodle and some games for Microsoft.  Then Ion Strom and then Breakaway Games doing Serious Games.  Wrote &#8220;Game Coding Complete&#8221; which is in its 3rd edition. Now [...]]]></description>
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		<title>Working with Licensed IP &#8211; Michael Waite (Studio Head &#8211; Amaze Ent.)</title>
		<link>http://www.igda.org/leadership/2008/11/13/working-with-licensed-ip-michael-waite-studio-head-amaze-ent/</link>
		<comments>http://www.igda.org/leadership/2008/11/13/working-with-licensed-ip-michael-waite-studio-head-amaze-ent/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 02:28:30 +0000</pubDate>
		<dc:creator>BenHoyt</dc:creator>
				<category><![CDATA[LF08 Session Summary]]></category>
		<category><![CDATA[Amaze Entertainment]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[licensed games]]></category>
		<category><![CDATA[Michael Waite]]></category>
		<category><![CDATA[movie licenses]]></category>

		<guid isPermaLink="false">http://www.igda.org/leadership/?p=114</guid>
		<description><![CDATA[Why Make Licensed Games? Every game is a lciensed game Publishers need developers who &#8220;get&#8221; licenses Greater sales reliability/lower risk Repeat Business Amaze case: 10 years, 100+ titles, 30M+ Units Core Business vs. &#8220;Filler business&#8221; Track record of day &#38; date delivery Reputation for capturing franchise look &#38; feel Sepcially honed staffing, product pipeline, and [...]]]></description>
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		<title>Game Prototyping and New Product Science &#8211; Jamie Fristrom</title>
		<link>http://www.igda.org/leadership/2008/11/13/game-prototyping-and-new-product-science-jamie-fristrom/</link>
		<comments>http://www.igda.org/leadership/2008/11/13/game-prototyping-and-new-product-science-jamie-fristrom/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 01:22:28 +0000</pubDate>
		<dc:creator>BenHoyt</dc:creator>
				<category><![CDATA[LF08 Session Summary]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Game Prototyping]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[Torpex Games]]></category>

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		<description><![CDATA[Jamie describes an &#8220;Innovation Continuum&#8221; that ranges from Ports to New Original IP.  Prototyping is most valuable the further you are towards the &#8220;New IP&#8221; end of the curriculum The Old Process &#8211; Develompent as a path from Design to ship, with vertical slice, content creation, polish, debugging in between. Instead, we should be thinking [...]]]></description>
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