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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.
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 apply for a game industry job.
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 3D Modeling –...
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
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.
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.
Getting Started with Photogrammetry: Photoscan
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
Take a First Look at 'Unreal Engine 4'
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
Introduction to UV Mapping
An introduction to UV mapping techniques in 3ds Max 2013.
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.
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
Beta Game Software - Definition
The definition of beta game software.
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.
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
Alpha game software definition
The definition of alpha game software
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.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
Creating realistic scenes in SketchUp for...
First part of a series on creating a realistic scene in SketchUp.
An Introduction to MODO
An introduction to the feature set of MODO 701
Getting Started with Photogrammetry: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software.
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
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?
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
Triple Town Review (iOS)
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
Mass Effect 3 "Extended Cut"
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Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team.
Unite 2013 and Unity 4.3 Preview
A summary of the keynote highlights from Unite 2013.
UV Mapping in 3ds Max 2013 - Part 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
Technical Production Bottlenecks of Current-Gen...
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Review - Orcs Must Die! 2 (PC)
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
Review - The Stanley Parable (PC - Steam/In-Hom...
Review and discussion of The Stanley Parable
UV Mapping in 3ds Max 2013 - Intermediate...
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.
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,
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max
Review: Shadowrun Returns (PC/Steam)
A review of Shadowrun Returns for the Windows platform
Free to Play (F2P)
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
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.
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 3.
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
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.
Quantum Conundrum Review (PC)
We take a look at Quantum Conundrum for the PC.
Review: Shadowrun Returns: Dragonfall
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
Review - Lili (iOS)
A review of Lili for iOS. Game Industry.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
Review: Shadowrun Returns: Dragonfall (PC/Steam)
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Interview: David Helgason, CEO, Unity...
An interview with David Helgason, CEO of Unity Technologies, part 1.
Legend of Grimrock Review (PC)
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
Review: Ear Monsters (iOS)
A review of Ear Monsters for iOS.
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.
Introduction to 3ds Max 2013 - Part 2
Second in a series on introducing new users to Autodesk 3ds Max. Page 8.
Oculus Rift - Hands-On
Hands-on first impressions of the Oculus Rift
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Review - BioShock Infinite (PC)
Review of BioShock Infinite by Irrational Games for PC.
Socializing at Professional Events - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
Introduction to 3D printing for promotion and...
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 - The Banner Saga
Review of Stoic Studio's The Banner Saga
Introduction to 3D Printing: Part 2
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Oculus Rift Revisited, Part 2
Second part of a series looking at the current state of the Oculus Rift project
Oculus Rift revisited, Part 1
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Thriving at Professional Social Events
The first part of a series on how to improve your conversation skills for game conferences.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max
Kickstarter Update - Planetary Annihilation
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
Adobe Creative Cloud: What developers need to...
A look at what Adobe Creative Cloud offers to game developers.
World of Tanks: Free-to-Play Done Right - Part 2
Analysis of the World of Tanks free-to-play model, part 2.
Socializing at Professional Events - Part 3
The third part of a series on how to improve your conversation skills for game conferences.
Playtest
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
World of Tanks: Free-to-Play Done Right - Part 1
Analysis of the World of Tanks free-to-play model, part 1.
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.

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