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Game Industry: Most Popular Articles

These articles are the most popular over the last month.
How to Get a Job in the Game Industry
The first in a series on what a new potential employee needs to know to get a job in the video game industry.
AAA Game
A high-quality title with a large budget.
How Do You Get A Job In The Game Industry?
How to apply for a game industry job.
Review: Plants vs. Zombies 2: It's About Time...
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
9 Steps to Planning a Game Development Project
How to lay the groundwork for a game development project.
3 Ways to Create Photorealistic Textures in Games
How to get started with basic concepts for shooting your own photos for game texture use.
How To Get Started Designing Games for Mobile
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
How Do You Get A Job In The Game Industry?...
How to build an online presence for game industry job seekers.
Getting Started with Photogrammetry: Photoscan
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package. Page 2.
Introduction to UV Mapping
An introduction to UV mapping techniques in 3ds Max 2013.
The Importance Of Version Control In Game...
A look into the necessity of using source control in modern software development.
Installing and Configuring Perforce on Windows...
How to customize a game development-ready Perforce server, including SSL for remote access.
Take a First Look at 'Unreal Engine 4'
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
Getting Started with Photogrammetry: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software. Page 2.
An Introduction to MODO
An introduction to the feature set of MODO 701
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
Creating Realistic Photo Textures For Games -...
Getting started with the basics of camera settings as they relate to texture photography.
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
Creating realistic scenes in SketchUp for...
First part of a series on creating a realistic scene in SketchUp. Page 2.
Creating Realistic Photo Textures for Games -...
How to use Genetica to create seamless tiles for game development use. Page 2.
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
UV Mapping in 3ds Max 2013 - Part 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 3.
Getting Started with 3D Modeling –...
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
Socializing at Professional Events - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
Triple Town Review (iOS)
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
3D Modeling Fundamentals - Part 2
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Steam In-Home Streaming and the Future of...
What is the current state of game streaming, and how does it impact the future of game development?
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
Beta Game Software - Definition
The definition of beta game software.
Shroud of the Avatar: Selective Multiplayer,...
Third in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Adobe Creative Cloud: What developers need to...
A look at what Adobe Creative Cloud offers to game developers.
Alpha game software definition
The definition of alpha game software
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Photogrammetry: 123D Catch – Part 2
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets. Page 2.
Successful Socialization
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,
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
3D Modeling Fundamentals - Part 1
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Technical Production Bottlenecks of Current-Gen...
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Socializing at Professional Events - Part 3
The third part of a series on how to improve your conversation skills for game conferences.
Shroud of the Avatar, Selective Multiplayer,...
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
The Ongoing Seismic Shift in Game Funding
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
Richard Garriott Interview - Shroud and...
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Unite 2013 and Unity 4.3 Preview
A summary of the keynote highlights from Unite 2013.
Frozen Synapse – Review – iOS
A review of the iOS port of Frozen Synapse
World of Tanks: Free-to-Play Done Right - Part 2
Analysis of the World of Tanks free-to-play model, part 2.
Review - Legend of Dungeon
Review of Legend of Dungeon by Robot Loves Kitty
Stinger
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Introduction to 3D printing for promotion and...
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
Richard Garriott Interview - Crafting and Economy
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
Mass Effect 3 Review
Review of the cross-platform game, Mass Effect 3.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max
UV Mapping in 3ds Max 2013 - Intermediate...
A primer in the use of displacement and bump maps in 3ds Max 2013. Page 5.
Quantum Conundrum Review (PC)
We take a look at Quantum Conundrum for the PC.
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 3.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team. Page 3.
Review: Shadowrun Returns: Dragonfall
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
Interview: David Helgason, CEO, Unity...
Third part of an interview series with David Helgason, CEO of Unity Technologies.
Playtest
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
Thriving at Professional Social Events
The first part of a series on how to improve your conversation skills for game conferences.
Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
Introduction to 3ds Max 2013 - Part 2
Second in a series on introducing new users to Autodesk 3ds Max
Richard Garriott Interview: Crowdsourcing Content
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of game assets.
Review - The Stanley Parable (PC - Steam/In-Hom...
Review and discussion of The Stanley Parable
World of Tanks: Free-to-Play Done Right - Part 1
Analysis of the World of Tanks free-to-play model, part 1.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.

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