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.
How to lay the groundwork for a game development project.
A high-quality title with a large budget.
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.
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.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
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.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
An introduction to UV mapping techniques in 3ds Max 2013.
Part two in a series on how to use Agisoft Photoscan in game development.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Getting started with the basics of camera settings as they relate to texture photography.
Reference for developers evaluating Unity versus other engine choices.
A look into the features supported by the free version of Unreal Engine, UDK.
A primer on using Autodesk's free photo-to-3D model conversion software.
How to customize a game development-ready Perforce server, including SSL for remote access.
An introduction to the feature set of MODO 701
What is the current state of game streaming, and how does it impact the future of game development?
How to build an online presence for game industry job seekers.
First in a series on getting started developing for Apple's iOS devices.
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
The definition of alpha game software
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
First part of a series on creating a realistic scene in SketchUp.
A guide to making a good impression in a game company's private playtest session.
How to use Genetica to create seamless tiles for game development use.
A list of, and descriptions for, game-industry related conferences.
Review and discussion of The Stanley Parable
Analysis of the World of Tanks free-to-play model, part 2.
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
An interview with David Helgason, CEO of Unity Technologies, part 1.
The definition of beta game software.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
A discussion of the path that selling games has taken over the past twenty years.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
The third part of a series on how to improve your conversation skills for game conferences.
Second part of a series looking at the current state of the Oculus Rift project
Hands-on first impressions of the Oculus Rift
A core set of technologies combined into a single software package to accelerate game development.
The first part of a series on how to improve your conversation skills for game conferences.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
Analysis of the World of Tanks free-to-play model, part 3.
How to utilize multimaterials and sub-object materials in 3ds Max 2013.
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
The second part of a series on how to improve your conversation skills for game conferences.
A guide to good etiquette for professional conferences.
We take a look at Quantum Conundrum for the PC.
A review of Journey for PS3. Game Industry.
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.
Analysis of the World of Tanks free-to-play model, part 1.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Review of Stoic Studio's The Banner Saga
Review of XCOM: Enemy Unknown for Windows PC.
The fourth part of a series on how to improve your conversation skills for game conferences.
Review of Legend of Dungeon by Robot Loves Kitty
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.