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.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
How to lay the groundwork for a game development project.
How to apply for a game industry job.
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.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
A look into the features supported by the free version of Unreal Engine, UDK.
An introduction to UV mapping techniques in 3ds Max 2013.
How to build an online presence for game industry job seekers.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Getting started with the basics of camera settings as they relate to texture photography.
Reference for developers evaluating Unity versus other engine choices.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
How to use MindTex to create effect maps for use in game development. Page 2.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
A guide to making a good impression in a game company's private playtest session.
A look into the necessity of using source control in modern software development.
How to install a Perforce Server for game development. Page 2.
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
An introduction to the feature set of MODO 701
Part two in a series on how to use Agisoft Photoscan in game development.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
What is the current state of game streaming, and how does it impact the future of game development?
Review and discussion of The Stanley Parable
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,
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
First in a series on getting started developing for Apple's iOS devices.
First part of a series on creating a realistic scene in SketchUp. Page 7.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
The definition of beta game software.
Review of Stoic Studio's The Banner Saga
A primer on using Autodesk's free photo-to-3D model conversion software.
The first part of a series on how to improve your conversation skills for game conferences.
A look back at Papa Sangre, an audio concept game.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
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 list of, and descriptions for, game-industry related conferences.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
The fourth part of a series on how to improve your conversation skills for game conferences.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets. Page 2.
The definition of alpha game software
Second part of a series looking at the current state of the Oculus Rift project
A discussion of the path that selling games has taken over the past twenty years.
Review of XCOM: Enemy Unknown for Windows PC.
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
How to utilize multimaterials and sub-object materials in 3ds Max 2013.
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
A look at the new features and improvements coming to the latest version of the Unity game engine.
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 7.
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
Hands-on first impressions of the Oculus Rift
We take a look at Quantum Conundrum for the PC.
A summary of the keynote highlights from Unite 2013.
How to use Microsoft Word's change tracking features to work better with a team. Page 6.
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 7.
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
A guide to good etiquette for professional conferences.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
The third part of a series on how to improve your conversation skills for game conferences.
The second part of a series on how to improve your conversation skills for game conferences.
A review of Lili for iOS. Game Industry.
Analysis of the World of Tanks free-to-play model, part 3.
Review of Legend of Dungeon by Robot Loves Kitty
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
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First in a series on introducing new users to Autodesk 3ds Max
A review of the iOS port of Frozen Synapse
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
Analysis of the World of Tanks free-to-play model, part 2.
An interview with David Helgason, CEO of Unity Technologies, part 1.
Review of BioShock Infinite by Irrational Games for PC.
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.
A review of Ear Monsters for iOS.
A review of Shadowrun Returns for the Windows platform
A core set of technologies combined into a single software package to accelerate game development.
A look at what Adobe Creative Cloud offers to game developers.
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Review of the cross-platform game, Mass Effect 3.
A review of Sid Meier's Ace Patrol for iOS.
Fourth in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Analysis of the World of Tanks free-to-play model, part 1.
We take a look at the Pocketwatch Games heist title, Monaco.