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 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
How to lay the groundwork for a game development project.
How to get started with basic concepts for shooting your own photos for game texture use.
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
How to build an online presence for game industry job seekers.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package. Page 2.
An introduction to UV mapping techniques in 3ds Max 2013.
A look into the necessity of using source control in modern software development.
How to customize a game development-ready Perforce server, including SSL for remote access.
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. Page 2.
An introduction to the feature set of MODO 701
Reference for developers evaluating Unity versus other engine choices.
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 discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
First part of a series on creating a realistic scene in SketchUp. Page 2.
How to use Genetica to create seamless tiles for game development use. Page 2.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Part two in a series on how to use Agisoft Photoscan in game development.
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
A look into the features supported by the free version of Unreal Engine, UDK.
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 3.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
The fourth part of a series on how to improve your conversation skills for game conferences.
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
First in a series on getting started developing for Apple's iOS devices.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
What is the current state of game streaming, and how does it impact the future of game development?
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
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.
The definition of beta game software.
Third in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
A look at what Adobe Creative Cloud offers to game developers.
The definition of alpha game software
A discussion of the path that selling games has taken over the past twenty years.
A guide to good etiquette for professional conferences.
The second part of a series on how to improve your conversation skills for game conferences.
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets. Page 2.
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 look at the new features and improvements coming to the latest version of the Unity game engine.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
The third part of a series on how to improve your conversation skills for game conferences.
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
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 review of the iOS port of Frozen Synapse
Analysis of the World of Tanks free-to-play model, part 2.
Review of Legend of Dungeon by Robot Loves Kitty
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
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
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
Review of the cross-platform game, Mass Effect 3.
First in a series on introducing new users to Autodesk 3ds Max
A primer in the use of displacement and bump maps in 3ds Max 2013. Page 5.
We take a look at Quantum Conundrum for the PC.
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 3.
Review of XCOM: Enemy Unknown for Windows PC.
How to use Microsoft Word's change tracking features to work better with a team. Page 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
Third part of an interview series with David Helgason, CEO of Unity Technologies.
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
The first part of a series on how to improve your conversation skills for game conferences.
A look back at Papa Sangre, an audio concept game.
Second in a series on introducing new users to Autodesk 3ds Max
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of game assets.
Review and discussion of The Stanley Parable
Analysis of the World of Tanks free-to-play model, part 1.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.