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.
How to customize a game development-ready Perforce server, including SSL for remote access.
How to apply for a game industry job.
A high-quality title with a large budget.
Review of Stoic Studio's The Banner Saga
How to get started with basic concepts for shooting your own photos for game texture use.
A look at the new features and improvements coming to the latest version of the Unity game engine.
How to lay the groundwork for a game development project.
Tips for taking good texture photos for video game assets.
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
A look into the features supported by the free version of Unreal Engine, UDK.
An introduction to UV mapping techniques in 3ds Max 2013.
We take a look at Quantum Conundrum for the PC.
Part eight of a series on learning the basics of 3D modeling for game development, using SketchUp. Page 8.
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
How to build an online presence for game industry job seekers.
A primer on using Autodesk's free photo-to-3D model conversion software. Page 3.
Third 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.
A review of Sid Meier's Ace Patrol for iOS.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 7.
How to use Genetica to create seamless tiles for game development use.
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
A look into the necessity of using source control in modern software development.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
What is the current state of game streaming, and how does it impact the future of game development?
The definition of alpha game software
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 4.
A guide to making a good impression in a game company's private playtest session.
Reference for developers evaluating Unity versus other engine choices.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
First part of a series on creating a realistic scene in SketchUp. Page 2.
First in a series on getting started developing for Apple's iOS devices.
How to utilize multimaterials and sub-object materials in 3ds Max 2013. Page 10.
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 2.
Review of Legend of Dungeon by Robot Loves Kitty
Third in a series on introducing new users to Autodesk 3ds Max. Page 2.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
Part two in a series on how to use Agisoft Photoscan in game development.
An introduction to the feature set of MODO 701
A core set of technologies combined into a single software package to accelerate game development.
An interview with David Helgason, CEO of Unity Technologies, part 1.
A look back at Papa Sangre, an audio concept game.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
A discussion of the path that selling games has taken over the past twenty years.
The fourth part of a series on how to improve your conversation skills for game conferences.
A list of, and descriptions for, game-industry related conferences.
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
A review of Lili for iOS. Game Industry.
Analysis of the World of Tanks free-to-play model, part 2.
The second part of a series on how to improve your conversation skills for game conferences.
The third part of a series on how to improve your conversation skills for game conferences.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
A guide to good etiquette for professional conferences.
The definition of beta game software.
We take a look at the Pocketwatch Games heist title, Monaco.
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Review of XCOM: Enemy Unknown for Windows PC.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
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First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
How to use Microsoft Word's change tracking features to work better with a team.
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Hands-on first impressions of the Oculus Rift
A review of Shadowrun Returns for the Windows platform
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
A review of the iOS port of Frozen Synapse
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Review of the cross-platform game, Mass Effect 3.
Second in a series on introducing new users to Autodesk 3ds Max. Page 2.
Review and discussion of The Stanley Parable
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 2.
First in a series on introducing new users to Autodesk 3ds Max. Page 4.
A video repository for viewing of previous years' GDC talks.
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
A review of Journey for PS3. Game Industry.
Analysis of the World of Tanks free-to-play model, part 3.
Analysis of the World of Tanks free-to-play model, part 1.
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of 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,
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
A summary of the keynote highlights from Unite 2013.