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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.
How Do You Get A Job In The Game Industry?
How to apply for a game industry job.
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.
9 Steps to Planning a Game Development Project
How to lay the groundwork for a game development project.
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 Do You Get A Job In The Game Industry?...
How to build an online presence for game industry job seekers.
Creating Realistic Photo Textures For Games -...
Getting started with the basics of camera settings as they relate to texture photography.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
Take a First Look at 'Unreal Engine 4'
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
Installing and Configuring Perforce on Windows...
How to install a Perforce Server for game development.
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.
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
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Creating Realistic Photo Textures for Games -...
How to use Genetica to create seamless tiles for game development use.
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
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 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
An Introduction to MODO
An introduction to the feature set of MODO 701
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 6.
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
UV Mapping in 3ds Max 2013 - Intermediate...
How to utilize multimaterials and sub-object materials in 3ds Max 2013.
Getting Started with 3D Modeling –...
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
Creating realistic scenes in SketchUp for...
First part of a series on creating a realistic scene in SketchUp.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
Socializing at Professional Events - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
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.
Alpha game software definition
The definition of alpha game software
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
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.
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.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
Review - Legend of Dungeon
Review of Legend of Dungeon by Robot Loves Kitty
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max
Interview: David Helgason, CEO, Unity...
An interview with David Helgason, CEO of Unity Technologies, part 1.
Oculus Rift - Hands-On
Hands-on first impressions of the Oculus Rift
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max. Page 2.
Triple Town Review (iOS)
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Review - Lili (iOS)
A review of Lili for iOS. Game Industry.
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.
Review: Ear Monsters (iOS)
A review of Ear Monsters for iOS.
Adobe Creative Cloud: What developers need to...
A look at what Adobe Creative Cloud offers to game developers.
Review: Shadowrun Returns: Dragonfall (PC/Steam)
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
Free to Play (F2P)
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
Playtest
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 3.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.
Review - BioShock Infinite (PC)
Review of BioShock Infinite by Irrational Games for PC.
Richard Garriott Interview - Shroud and...
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Review: BADLAND (iOS/iPad)
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
Mass Effect 3 "Extended Cut"
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Beta Game Software - Definition
The definition of beta game software.
Introduction to 3ds Max 2013 - Part 2
Second in a series on introducing new users to Autodesk 3ds Max. Page 5.
Mass Effect 3 Review
Review of the cross-platform game, Mass Effect 3.
Shroud of the Avatar: Selective Multiplayer,...
Second in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
World of Tanks: Free-to-Play Done Right - Part 1
Analysis of the World of Tanks free-to-play model, part 1.
Journey Review (PS3)
A review of Journey for PS3. Game Industry.
Thriving at Professional Social Events
The first part of a series on how to improve your conversation skills for game conferences.
Unite 2013 and Unity 4.3 Preview
A summary of the keynote highlights from Unite 2013.
Oculus Rift revisited, Part 1
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Richard Garriott Interview - Crafting and Economy
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
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.
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.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team.
Review - The Stanley Parable (PC - Steam/In-Hom...
Review and discussion of The Stanley Parable
Review: Shadowrun Returns (PC/Steam)
A review of Shadowrun Returns for the Windows platform
Legend of Grimrock Review (PC)
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
Frozen Synapse – Review – iOS
A review of the iOS port of Frozen Synapse
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.
Review - The Banner Saga
Review of Stoic Studio's The Banner Saga

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