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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.
3 Ways to Create Photorealistic Textures in Games
How to get started with basic concepts for shooting your own photos for game texture use.
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.
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
Getting Started with Photogrammetry: Photoscan
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
Introduction to UV Mapping
An introduction to UV mapping techniques in 3ds Max 2013.
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.
Take a First Look at 'Unreal Engine 4'
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
The Importance Of Version Control In Game...
A look into the necessity of using source control in modern software development.
Installing and Configuring Perforce on Windows...
How to install a Perforce Server for game development.
Creating Realistic Photo Textures For Games -...
Getting started with the basics of camera settings as they relate to texture photography.
How Do You Get A Job In The Game Industry?...
How to build an online presence for game industry job seekers.
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 2.
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
Getting Started with Photogrammetry: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
An Introduction to MODO
An introduction to the feature set of MODO 701
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
Getting Started with 3D Modeling –...
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp. Page 2.
UV Mapping in 3ds Max 2013 - Intermediate...
How to utilize multimaterials and sub-object materials in 3ds Max 2013. Page 8.
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?
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
UV Mapping in 3ds Max 2013 - Part 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 5.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Creating Realistic Photo Textures for Games -...
How to use MindTex to create effect maps for use in game development. Page 2.
Interview: David Helgason, CEO, Unity...
Second part of an interview series with David Helgason, CEO of Unity Technologies.
Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
Creating realistic scenes in SketchUp for...
First part of a series on creating a realistic scene in SketchUp.
Beta Game Software - Definition
The definition of beta game software.
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
Photogrammetry: 123D Catch – Part 2
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
Kickstarter Update - Planetary Annihilation
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
Socializing at Professional Events - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
Alpha game software definition
The definition of alpha game software
Review - The Stanley Parable (PC - Steam/In-Hom...
Review and discussion of The Stanley Parable
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.
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.
Introduction to 3D Printing: Part 2
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max
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.
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.
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,
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team. Page 6.
Richard Garriott Interview: Crowdsourcing Content
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of game assets.
Playtest
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
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 2
Analysis of the World of Tanks free-to-play model, part 2.
Frozen Synapse – Review – iOS
A review of the iOS port of Frozen Synapse
Review: BADLAND (iOS/iPad)
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Richard Garriott Interview - Crafting and Economy
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
Richard Garriott Interview - Shroud and...
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max
Oculus Rift - Hands-On
Hands-on first impressions of the Oculus Rift
Downloadable Content (DLC)
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
Review - Legend of Dungeon
Review of Legend of Dungeon by Robot Loves Kitty
Mass Effect 3 "Extended Cut"
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Review: Ear Monsters (iOS)
A review of Ear Monsters for iOS.
Review: Sid Meier's Ace Patrol (iOS)
A review of Sid Meier's Ace Patrol for iOS.
Socializing at Professional Events - Part 3
The third part of a series on how to improve your conversation skills for game conferences.
Thriving at Professional Social Events
The first part of a series on how to improve your conversation skills for game conferences.
Legend of Grimrock Review (PC)
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
Introduction to 3ds Max 2013 - Part 2
Second in a series on introducing new users to Autodesk 3ds Max
Adobe Creative Cloud: What developers need to...
A look at what Adobe Creative Cloud offers to game developers.
GDC Vault
A video repository for viewing of previous years' GDC talks.
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max. Page 2.
Mass Effect 3 Review
Review of the cross-platform game, Mass Effect 3.
Review - Lili (iOS)
A review of Lili for iOS. Game Industry.
Oculus Rift revisited, Part 1
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
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

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