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.
How to apply for a game industry job.
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.
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
An introduction to UV mapping techniques in 3ds Max 2013.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
How to build an online presence for game industry job seekers.
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
Getting started with the basics of camera settings as they relate to texture photography.
A look into the necessity of using source control in modern software development.
A primer on using Autodesk's free photo-to-3D model conversion software. Page 2.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 3.
Reference for developers evaluating Unity versus other engine choices.
How to install a Perforce Server for game development.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
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 2.
A guide to making a good impression in a game company's private playtest session.
First part of a series on creating a realistic scene in SketchUp. Page 2.
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 2.
Review of Legend of Dungeon by Robot Loves Kitty
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
Part two in a series on how to use Agisoft Photoscan in game development.
How to use Genetica to create seamless tiles for game development use.
A discussion of the path that selling games has taken over the past twenty years.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
First in a series on introducing new users to Autodesk 3ds Max. Page 4.
Second in a series on introducing new users to Autodesk 3ds Max. Page 7.
Review of XCOM: Enemy Unknown for Windows PC.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets. Page 4.
First in a series on getting started developing for Apple's iOS devices.
A look at the new features and improvements coming to the latest version of the Unity game engine.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
A look into the features supported by the free version of Unreal Engine, UDK.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
A list of, and descriptions for, game-industry related conferences.
An introduction to the feature set of MODO 701
The fourth part of a series on how to improve your conversation skills for game conferences.
A core set of technologies combined into a single software package to accelerate game development.
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
The definition of alpha game software
A review of Sid Meier's Ace Patrol for iOS.
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Review of Stoic Studio's The Banner Saga
Third 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,
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.
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
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We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
A review of the iOS port of Frozen Synapse
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
Review of the cross-platform game, Mass Effect 3.
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
An interview with David Helgason, CEO of Unity Technologies, part 1.
The third part of a series on how to improve your conversation skills for game conferences.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
The second part of a series on how to improve your conversation skills for game conferences.
We take a look at Quantum Conundrum for the PC.
A guide to good etiquette for professional conferences.
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
Analysis of the World of Tanks free-to-play model, part 1.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
Analysis of the World of Tanks free-to-play model, part 2.
The definition of beta game software.
A look back at Papa Sangre, an audio concept game.
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Review of BioShock Infinite by Irrational Games for PC.
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
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
A review of Journey for PS3. Game Industry.
How to use Microsoft Word's change tracking features to work better with a team.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
A summary of the keynote highlights from Unite 2013.
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 3.
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Hands-on first impressions of the Oculus Rift
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.