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 get started with basic concepts for shooting your own photos for game texture use.
How to lay the groundwork for a game development project.
How to apply for a game industry job.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
An introduction to UV mapping techniques in 3ds Max 2013.
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
A look into the necessity of using source control in modern software development.
How to install a Perforce Server for game development.
Getting started with the basics of camera settings as they relate to texture photography.
How to build an online presence for game industry job seekers.
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 2.
A look into the features supported by the free version of Unreal Engine, UDK.
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
A primer on using Autodesk's free photo-to-3D model conversion software.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
Reference for developers evaluating Unity versus other engine choices.
A list of, and descriptions for, game-industry related conferences.
A guide to making a good impression in a game company's private playtest session.
An introduction to the feature set of MODO 701
First in a series on getting started developing for Apple's iOS devices.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp. Page 2.
How to utilize multimaterials and sub-object materials in 3ds Max 2013. Page 8.
What is the current state of game streaming, and how does it impact the future of game development?
A guide to good etiquette for professional conferences.
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 5.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
How to use MindTex to create effect maps for use in game development. Page 2.
Second part of an interview series with David Helgason, CEO of Unity Technologies.
A look back at Papa Sangre, an audio concept game.
First part of a series on creating a realistic scene in SketchUp.
The definition of beta game software.
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
Analysis of the World of Tanks free-to-play model, part 3.
The fourth part of a series on how to improve your conversation skills for game conferences.
The definition of alpha game software
Review and discussion of The Stanley Parable
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
Third in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Part two in a series on how to use Agisoft Photoscan in game development.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Fourth in a series on introducing new users to Autodesk 3ds Max
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
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,
How to use Microsoft Word's change tracking features to work better with a team. Page 6.
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of game assets.
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Analysis of the World of Tanks free-to-play model, part 2.
A review of the iOS port of Frozen Synapse
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
The second part of a series on how to improve your conversation skills for game conferences.
A discussion of the path that selling games has taken over the past twenty years.
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
First in a series on introducing new users to Autodesk 3ds Max
Hands-on first impressions of the Oculus Rift
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
A core set of technologies combined into a single software package to accelerate game development.
Review of Legend of Dungeon by Robot Loves Kitty
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A review of Ear Monsters for iOS.
A review of Sid Meier's Ace Patrol for iOS.
The third part of a series on how to improve your conversation skills for game conferences.
The first part of a series on how to improve your conversation skills for game conferences.
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
Second in a series on introducing new users to Autodesk 3ds Max
A look at what Adobe Creative Cloud offers to game developers.
A video repository for viewing of previous years' GDC talks.
Third in a series on introducing new users to Autodesk 3ds Max. Page 2.
Review of the cross-platform game, Mass Effect 3.
A review of Lili for iOS. Game Industry.
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
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