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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.
Getting Started with 3D Modeling –...
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
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.
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.
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
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.
Installing and Configuring Perforce on Windows...
How to install a Perforce Server for game development.
Introduction to UV Mapping
An introduction to UV mapping techniques in 3ds Max 2013.
Take a First Look at 'Unreal Engine 4'
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
Getting Started with Photogrammetry: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
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.
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
The Importance Of Version Control In Game...
A look into the necessity of using source control in modern software development.
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.
Creating Realistic Photo Textures for Games -...
How to use Genetica to create seamless tiles for game development use.
Creating realistic scenes in SketchUp for...
First part of a series on creating a realistic scene in SketchUp. Page 2.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 4.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
An Introduction to MODO
An introduction to the feature set of MODO 701
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
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. Page 6.
Alpha game software definition
The definition of alpha game software
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 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. Page 4.
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,
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
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. Page 2.
Beta Game Software - Definition
The definition of beta game software.
Free to Play (F2P)
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
Adobe Creative Cloud: What developers need to...
A look at what Adobe Creative Cloud offers to game developers.
UV Mapping in 3ds Max 2013 - Intermediate...
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques. Page 3.
Review: Ear Monsters (iOS)
A review of Ear Monsters for iOS.
Review - The Stanley Parable (PC - Steam/In-Hom...
Review and discussion of The Stanley Parable
Richard Garriott Interview - Crafting and Economy
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
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.
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Stinger
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Review - The Banner Saga
Review of Stoic Studio's The Banner Saga
World of Tanks: Free-to-Play Done Right - Part 2
Analysis of the World of Tanks free-to-play model, part 2.
Triple Town Review (iOS)
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
Interview: David Helgason, CEO, Unity...
An interview with David Helgason, CEO of Unity Technologies, part 1.
Review: BADLAND (iOS/iPad)
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
Shroud of the Avatar: Selective Multiplayer,...
Fourth in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
Review - Lili (iOS)
A review of Lili for iOS. Game Industry.
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.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max. Page 2.
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team.
Mass Effect 3 "Extended Cut"
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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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