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.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
How to apply for a game industry job.
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
How to get started with basic concepts for shooting your own photos for game texture use.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
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.
How to install a Perforce Server for game development.
An introduction to UV mapping techniques in 3ds Max 2013.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
A primer on using Autodesk's free photo-to-3D model conversion software.
Reference for developers evaluating Unity versus other engine choices.
Part two in a series on how to use Agisoft Photoscan in game development.
A core set of technologies combined into a single software package to accelerate game development.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
A look into the necessity of using source control in modern software development.
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.
First part of a series on creating a realistic scene in SketchUp. Page 2.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 4.
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
An introduction to the feature set of MODO 701
A look into the features supported by the free version of Unreal Engine, UDK.
What is the current state of game streaming, and how does it impact the future of game development?
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 6.
The definition of alpha game software
A discussion of the path that selling games has taken over the past twenty years.
First in a series on getting started developing for Apple's iOS devices.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
A list of, and descriptions for, game-industry related conferences.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
A look back at Papa Sangre, an audio concept game.
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 4.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets. Page 4.
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,
A guide to making a good impression in a game company's private playtest session.
Review of Legend of Dungeon by Robot Loves Kitty
Third in a series on introducing new users to Autodesk 3ds Max. Page 2.
The definition of beta game software.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
A look at what Adobe Creative Cloud offers to game developers.
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques. Page 3.
A review of Ear Monsters for iOS.
Review and discussion of The Stanley Parable
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
A guide to good etiquette for professional conferences.
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Review of Stoic Studio's The Banner Saga
Analysis of the World of Tanks free-to-play model, part 2.
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
An interview with David Helgason, CEO of Unity Technologies, part 1.
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
Fourth in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Review of XCOM: Enemy Unknown for Windows PC.
A look at the new features and improvements coming to the latest version of the Unity game engine.
A review of Lili for iOS. Game Industry.
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
The second part of a series on how to improve your conversation skills for game conferences.
Analysis of the World of Tanks free-to-play model, part 3.
First in a series on introducing new users to Autodesk 3ds Max. Page 2.
How to use Microsoft Word's change tracking features to work better with a team.
class="no-js" itemscope itemtype="http://schema.org/Article" > itemprop="description" >In the review
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.