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 apply for a game industry job.
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.
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
How to build an online presence for game industry job seekers.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
How to install a Perforce Server for game development.
Review and discussion of The Stanley Parable
A look into the features supported by the free version of Unreal Engine, UDK.
An introduction to UV mapping techniques in 3ds Max 2013.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Getting started with the basics of camera settings as they relate to texture photography.
Reference for developers evaluating Unity versus other engine choices.
A look into the necessity of using source control in modern software development.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
First part of a series on creating a realistic scene in SketchUp.
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
A primer on using Autodesk's free photo-to-3D model conversion software.
A guide to making a good impression in a game company's private playtest session.
First in a series on getting started developing for Apple's iOS devices.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Part two in a series on how to use Agisoft Photoscan in game development.
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
The definition of alpha game software
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
The definition of beta game software.
An introduction to the feature set of MODO 701
A discussion of the path that selling games has taken over the past twenty years.
What is the current state of game streaming, and how does it impact the future of game development?
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
How to use Genetica to create seamless tiles for game development use.
Analysis of the World of Tanks free-to-play model, part 1.
A list of, and descriptions for, game-industry related conferences.
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
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.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
An interview with David Helgason, CEO of Unity Technologies, part 1.
A look at the new features and improvements coming to the latest version of the Unity game engine.
A look at what Adobe Creative Cloud offers to game developers.
Review of Legend of Dungeon by Robot Loves Kitty
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
Fourth in a series on introducing new users to Autodesk 3ds Max
A review of Journey for PS3. Game Industry.
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Analysis of the World of Tanks free-to-play model, part 3.
A summary of the keynote highlights from Unite 2013.
The third part of a series on how to improve your conversation skills for game conferences.
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
First in a series on introducing new users to Autodesk 3ds Max
A review of Ear Monsters for iOS.
Review of the cross-platform game, Mass Effect 3.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.