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Game Industry: Most Popular Articles

These articles are the most popular over the last month.
How to Get a Job in the Game Industry
The first in a series on what a new potential employee needs to know to get a job in the video game industry.
AAA Game
A high-quality title with a large budget.
9 Steps to Planning a Game Development Project
How to lay the groundwork for a game development project.
How Do You Get A Job In The Game Industry?
How to apply for a game industry job.
3 Ways to Create Photorealistic Textures in Games
How to get started with basic concepts for shooting your own photos for game texture use.
Getting Started with Photogrammetry: Photoscan
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
How To Get Started Designing Games for Mobile
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
Introduction to UV Mapping
An introduction to UV mapping techniques in 3ds Max 2013.
Review: Plants vs. Zombies 2: It's About Time...
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
Take a First Look at 'Unreal Engine 4'
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
How Do You Get A Job In The Game Industry?...
How to build an online presence for game industry job seekers.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
Creating Realistic Photo Textures For Games -...
Getting started with the basics of camera settings as they relate to texture photography.
The Importance Of Version Control In Game...
A look into the necessity of using source control in modern software development.
Getting Started with Photogrammetry: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software. Page 2.
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 3.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
Installing and Configuring Perforce on Windows...
How to install a Perforce Server for game development.
Getting Started with 3D Modeling –...
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
Steam In-Home Streaming and the Future of...
What is the current state of game streaming, and how does it impact the future of game development?
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
Creating realistic scenes in SketchUp for...
First part of a series on creating a realistic scene in SketchUp. Page 2.
UV Mapping in 3ds Max 2013 - Part 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 2.
Review - Legend of Dungeon
Review of Legend of Dungeon by Robot Loves Kitty
UV Mapping in 3ds Max 2013 - Intermediate...
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
Creating Realistic Photo Textures for Games -...
How to use Genetica to create seamless tiles for game development use.
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max. Page 4.
Introduction to 3ds Max 2013 - Part 2
Second in a series on introducing new users to Autodesk 3ds Max. Page 7.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.
Photogrammetry: 123D Catch – Part 2
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets. Page 4.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
3D Modeling Fundamentals - Part 2
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
Kickstarter Update - Planetary Annihilation
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
An Introduction to MODO
An introduction to the feature set of MODO 701
Socializing at Professional Events - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
Review: BADLAND (iOS/iPad)
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
Alpha game software definition
The definition of alpha game software
Review: Sid Meier's Ace Patrol (iOS)
A review of Sid Meier's Ace Patrol for iOS.
Review: Shadowrun Returns: Dragonfall (PC/Steam)
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Review - The Banner Saga
Review of Stoic Studio's The Banner Saga
Shroud of the Avatar: Selective Multiplayer,...
Third in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Successful Socialization
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 Ongoing Seismic Shift in Game Funding
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
3D Modeling Fundamentals - Part 1
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Shroud of the Avatar, Selective Multiplayer,...
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Mass Effect 3 "Extended Cut"
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Triple Town Review (iOS)
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
Frozen Synapse – Review – iOS
A review of the iOS port of Frozen Synapse
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
Mass Effect 3 Review
Review of the cross-platform game, Mass Effect 3.
Review: Shadowrun Returns: Dragonfall
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
Interview: David Helgason, CEO, Unity...
An interview with David Helgason, CEO of Unity Technologies, part 1.
Socializing at Professional Events - Part 3
The third part of a series on how to improve your conversation skills for game conferences.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
Quantum Conundrum Review (PC)
We take a look at Quantum Conundrum for the PC.
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Richard Garriott Interview - Crafting and Economy
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
World of Tanks: Free-to-Play Done Right - Part 1
Analysis of the World of Tanks free-to-play model, part 1.
Free to Play (F2P)
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
World of Tanks: Free-to-Play Done Right - Part 2
Analysis of the World of Tanks free-to-play model, part 2.
Beta Game Software - Definition
The definition of beta game software.
Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
Stinger
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Review - BioShock Infinite (PC)
Review of BioShock Infinite by Irrational Games for PC.
Introduction to 3D printing for promotion and...
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
Introduction to 3D Printing: Part 2
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Review - Orcs Must Die! 2 (PC)
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
Journey Review (PS3)
A review of Journey for PS3. Game Industry.
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team.
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Richard Garriott Interview - Shroud and...
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Unite 2013 and Unity 4.3 Preview
A summary of the keynote highlights from Unite 2013.
Technical Production Bottlenecks of Current-Gen...
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
Oculus Rift revisited, Part 1
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Oculus Rift - Hands-On
Hands-on first impressions of the Oculus Rift
Mod (Modification)
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.

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