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.
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.
How to get started with basic concepts for shooting your own photos for game texture use.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp.
How to install a Perforce Server for game development.
How to build an online presence for game industry job seekers.
A look into the features supported by the free version of Unreal Engine, UDK.
An introduction to UV mapping techniques in 3ds Max 2013.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
Review and discussion of The Stanley Parable
Reference for developers evaluating Unity versus other engine choices.
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 review of the innovative 2D/3D platformer, FEZ, for XBLA.
A primer on using Autodesk's free photo-to-3D model conversion software.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
An introduction to the feature set of MODO 701
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.
How to use Genetica to create seamless tiles for game development use.
First in a series on getting started developing for Apple's iOS devices.
A review of Journey for PS3. Game Industry.
A look at the new features and improvements coming to the latest version of the Unity game engine.
What is the current state of game streaming, and how does it impact the future of game development?
A list of, and descriptions for, game-industry related conferences.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
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.
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
First in a series on introducing new users to Autodesk 3ds Max
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
The definition of beta game software.
Analysis of the World of Tanks free-to-play model, part 2.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
An interview with David Helgason, CEO of Unity Technologies, part 1.
Fourth in a series on introducing new users to Autodesk 3ds Max
First in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
Analysis of the World of Tanks free-to-play model, part 3.
A look back at Papa Sangre, an audio concept game.
We take a look at PopCap's Free-to-Play title, Plants vs. Zombies 2: It's About Time, for iOS/iPad
An introduction to UV mapping techniques in 3ds Max 2013, part 4.
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
The definition of alpha game software
Review of XCOM: Enemy Unknown for Windows PC.
A look at what Adobe Creative Cloud offers to game developers.
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Third in a series on introducing new users to Autodesk 3ds Max
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
A review of Ear Monsters for iOS.
The first part of a series on how to improve your conversation skills for game conferences.
class="no-js" itemscope itemtype="http://schema.org/Article" > itemprop="description" >In the review
The fourth part of a series on how to improve your conversation skills for game conferences.
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.