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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.
3 Ways to Create Photorealistic Textures in Games
How to get started with basic concepts for shooting your own photos for game texture use.
9 Steps to Planning a Game Development Project
How to lay the groundwork for a game development project.
How Do You Get A Job In The Game Industry?
How to apply for a game industry job.
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 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.
Getting Started with Photogrammetry: Photoscan
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package. Page 2.
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.
Installing and Configuring Perforce on Windows...
How to install a Perforce Server for game development. Page 2.
The Importance Of Version Control In Game...
A look into the necessity of using source control in modern software development.
Creating Realistic Photo Textures For Games -...
Getting started with the basics of camera settings as they relate to texture photography.
How Do You Get A Job In The Game Industry?...
How to build an online presence for game industry job seekers.
Getting Started with Photogrammetry: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software.
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 2.
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 4.
Creating realistic scenes in SketchUp for...
Fourth part of a series on creating a realistic scene in SketchUp.
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.
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,
UV Mapping in 3ds Max 2013 - Part 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
Getting Started with 3D Modeling –...
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp. Page 2.
Creating Realistic Photo Textures for Games -...
How to use Genetica to create seamless tiles for game development use. Page 6.
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team.
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
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?
Kickstarter Update - Planetary Annihilation
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
Alpha game software definition
The definition of alpha game software
Beta Game Software - Definition
The definition of beta game software.
Socializing at Professional Events - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
Interview: David Helgason, CEO, Unity...
Second part of an interview series with David Helgason, CEO of Unity Technologies.
Photogrammetry: 123D Catch – Part 2
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
Oculus Rift - Hands-On
Hands-on first impressions of the Oculus Rift
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
UV Mapping in 3ds Max 2013 - Intermediate...
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Review - The Stanley Parable (PC - Steam/In-Hom...
Review and discussion of The Stanley Parable
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.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
Shroud of the Avatar: Selective Multiplayer,...
Third in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
Technical Production Bottlenecks of Current-Gen...
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Mass Effect 3 Review
Review of the cross-platform game, Mass Effect 3.
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
GDC Vault
A video repository for viewing of previous years' GDC talks.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.
Frozen Synapse – Review – iOS
A review of the iOS port of Frozen Synapse
World of Tanks: Free-to-Play Done Right - Part 1
Analysis of the World of Tanks free-to-play model, part 1.
Introduction to 3D Printing: Part 2
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Richard Garriott Interview: Crowdsourcing Content
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of game assets.
Richard Garriott Interview - Shroud and...
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Socializing at Professional Events - Part 3
The third part of a series on how to improve your conversation skills for game conferences.
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
Richard Garriott Interview - Crafting and Economy
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
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.
Review - BioShock Infinite (PC)
Review of BioShock Infinite by Irrational Games for PC.
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.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max
Playtest
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
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
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max
Oculus Rift revisited, Part 1
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Introduction to 3ds Max 2013 - Part 2
Second in a series on introducing new users to Autodesk 3ds Max
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: Shadowrun Returns (PC/Steam)
A review of Shadowrun Returns for the Windows platform
Journey Review (PS3)
A review of Journey for PS3. Game Industry.
Review - Lili (iOS)
A review of Lili for iOS. Game Industry.
Review - Orcs Must Die! 2 (PC)
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
Adobe Creative Cloud: What developers need to...
A look at what Adobe Creative Cloud offers to game developers.
Review - The Banner Saga
Review of Stoic Studio's The Banner Saga
Review - Legend of Dungeon
Review of Legend of Dungeon by Robot Loves Kitty
Review: Ear Monsters (iOS)
A review of Ear Monsters for iOS.
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.
World of Tanks: Free-to-Play Done Right - Part 2
Analysis of the World of Tanks free-to-play model, part 2.

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