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.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
How to get started with basic concepts for shooting your own photos for game texture use.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
An introduction to UV mapping techniques in 3ds Max 2013.
Getting started with the basics of camera settings as they relate to texture photography.
How to build an online presence for game industry job seekers.
How to install a Perforce Server for game development.
What is the current state of game streaming, and how does it impact the future of game development?
A look into the features supported by the free version of Unreal Engine, UDK.
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 6.
A look into the necessity of using source control in modern software development.
Reference for developers evaluating Unity versus other engine choices.
A core set of technologies combined into a single software package to accelerate game development.
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
First part of a series on creating a realistic scene in SketchUp. Page 2.
A guide to making a good impression in a game company's private playtest session.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
First in a series on getting started developing for Apple's iOS devices.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
A primer on using Autodesk's free photo-to-3D model conversion software.
Part two in a series on how to use Agisoft Photoscan in game development.
An introduction to the feature set of MODO 701
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
The definition of alpha game software
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
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,
The definition of beta game software.
An interview with David Helgason, CEO of Unity Technologies, part 1.
How to use Genetica to create seamless tiles for game development use.
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
A look back at Papa Sangre, an audio concept game.
Review and discussion of The Stanley Parable
Review of Stoic Studio's The Banner Saga
A list of, and descriptions for, game-industry related conferences.
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques. Page 7.
A discussion of the path that selling games has taken over the past twenty years.
Analysis of the World of Tanks free-to-play model, part 2.
A look at the new features and improvements coming to the latest version of the Unity game engine.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
Analysis of the World of Tanks free-to-play model, part 1.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
I played through Shadowrun Returns as soon as it was available last year, and told you what I thought of it. (Very good!) Truth be told, I was a bit wary
Analysis of the World of Tanks free-to-play model, part 3.
It's time to take a look at an analog-space technique for working with game assets. In this series, we're going to look at using 3D game assets as a
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets. Page 5.
The second part of a series on how to improve your conversation skills for game conferences.
The fourth part of a series on how to improve your conversation skills for game conferences.
A guide to good etiquette for professional conferences.
The first part of a series on how to improve your conversation skills for game conferences.
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
The third part of a series on how to improve your conversation skills for game conferences.
Review of XCOM: Enemy Unknown for Windows PC.
First in a series on introducing new users to Autodesk 3ds Max. Page 4.
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 look at some of the issues plaguing developers of current-generation high-quality 3D game content.
A review of Ear Monsters for iOS.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Second in a series on introducing new users to Autodesk 3ds Max
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
A review of the iOS port of Frozen Synapse
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
A summary of the keynote highlights from Unite 2013.