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 get started with basic concepts for shooting your own photos for game texture use.
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.
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.
The definition of alpha game software
How to install a Perforce Server for game development.
A look into the necessity of using source control in modern software development.
How to build an online presence for game industry job seekers.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
Getting started with the basics of camera settings as they relate to texture photography.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
A primer on using Autodesk's free photo-to-3D model conversion software.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Reference for developers evaluating Unity versus other engine choices.
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 2.
How to use Genetica to create seamless tiles for game development use.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
What is the current state of game streaming, and how does it impact the future of game development?
A look at the new features and improvements coming to the latest version of the Unity game engine.
A guide to making a good impression in a game company's private playtest session.
A core set of technologies combined into a single software package to accelerate game development.
A look into the features supported by the free version of Unreal Engine, UDK.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
A list of, and descriptions for, game-industry related conferences.
Part two in a series on how to use Agisoft Photoscan in game development.
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 2.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
How to use Microsoft Word's change tracking features to work better with a team.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
How to utilize multimaterials and sub-object materials in 3ds Max 2013. Page 10.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
The fourth part of a series on how to improve your conversation skills for game conferences.
The second part of a series on how to improve your conversation skills for game conferences.
The definition of beta game software.
First in a series on getting started developing for Apple's iOS devices.
An introduction to the feature set of MODO 701
First part of a series on creating a realistic scene in SketchUp. Page 2.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 3.
A guide to good etiquette for professional conferences.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
Review and discussion of The Stanley Parable
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
The third part of a series on how to improve your conversation skills for game conferences.
Review of Stoic Studio's The Banner Saga
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Second in a series on introducing new users to Autodesk 3ds Max
First in a series on introducing new users to Autodesk 3ds Max
Review of Legend of Dungeon by Robot Loves Kitty
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.
Review of the cross-platform game, Mass Effect 3.
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
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
The first part of a series on how to improve your conversation skills for game conferences.
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,
We take a look at the Pocketwatch Games heist title, Monaco.
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
Third part of an interview series with David Helgason, CEO of Unity Technologies.
A summary of the keynote highlights from Unite 2013.
A look back at Papa Sangre, an audio concept game.
Analysis of the World of Tanks free-to-play model, part 2.
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Review of XCOM: Enemy Unknown for Windows PC.
A review of Lili for iOS. Game Industry.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
Hands-on first impressions of the Oculus Rift
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
A discussion of the path that selling games has taken over the past twenty years.
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 Ear Monsters for iOS.
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
Review of BioShock Infinite by Irrational Games for PC.
A look at what Adobe Creative Cloud offers to game developers.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
A review of Journey for PS3. Game Industry.
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A review of the iOS port of Frozen Synapse
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 3.
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Analysis of the World of Tanks free-to-play model, part 1.
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
Analysis of the World of Tanks free-to-play model, part 3.