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