Game Industry: Most Popular Articles
The first in a series on what a new potential employee needs to know to get a job in the video game industry.
A high-quality title with a large budget.
How to lay the groundwork for a game development project.
How to apply for a game industry job.
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
How to get started with basic concepts for shooting your own photos for game texture use.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
How to install a Perforce Server for game development.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
How to build an online presence for game industry job seekers.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
A look into the necessity of using source control in modern software development.
A look into the features supported by the free version of Unreal Engine, UDK.
Getting started with the basics of camera settings as they relate to texture photography.
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
An introduction to UV mapping techniques in 3ds Max 2013.
Reference for developers evaluating Unity versus other engine choices.
A primer on using Autodesk's free photo-to-3D model conversion software.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
Being new to the game industry can make trade shows brutal if you're jumping into the deep end for the first time. I've written a guide to getting started,
A guide to making a good impression in a game company's private playtest session.
First in a series on getting started developing for Apple's iOS devices.
First part of a series on creating a realistic scene in SketchUp.
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Review of Stoic Studio's The Banner Saga
What is the current state of game streaming, and how does it impact the future of game development?
The definition of beta game software.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Analysis of the World of Tanks free-to-play model, part 2.
An introduction to the feature set of MODO 701
Analysis of the World of Tanks free-to-play model, part 3.
A list of, and descriptions for, game-industry related conferences.
How to use Genetica to create seamless tiles for game development use.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Part two in a series on how to use Agisoft Photoscan in game development.
Analysis of the World of Tanks free-to-play model, part 1.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
A look at the new features and improvements coming to the latest version of the Unity game engine.
The definition of alpha game software
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
Review and discussion of The Stanley Parable
A discussion of the path that selling games has taken over the past twenty years.
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
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An introduction to UV mapping techniques in 3ds Max 2013, part 3.
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
Review of the cross-platform game, Mass Effect 3.
A review of Ear Monsters for iOS.
The first part of a series on how to improve your conversation skills for game conferences.
A review of Lili for iOS. Game Industry.
The second part of a series on how to improve your conversation skills for game conferences.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
An interview with David Helgason, CEO of Unity Technologies, part 1.
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
A look back at Papa Sangre, an audio concept game.
First in a series on introducing new users to Autodesk 3ds Max
A summary of the keynote highlights from Unite 2013.
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
How to use Microsoft Word's change tracking features to work better with a team.
Review of Legend of Dungeon by Robot Loves Kitty
A review of the iOS port of Frozen Synapse
Fourth in a series on introducing new users to Autodesk 3ds Max
Third in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
A review of Shadowrun Returns for the Windows platform
A guide to good etiquette for professional conferences.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
We take a look at the Pocketwatch Games heist title, Monaco.
Review of BioShock Infinite by Irrational Games for PC.
A core set of technologies combined into a single software package to accelerate game development.
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Review of XCOM: Enemy Unknown for Windows PC.
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
We take a look at Quantum Conundrum for the PC.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Hands-on first impressions of the Oculus Rift
Second part of a series looking at the current state of the Oculus Rift project
A review of Sid Meier's Ace Patrol for iOS.