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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.
Installing and Configuring Perforce on Windows...
How to customize a game development-ready Perforce server, including SSL for remote access.
How Do You Get A Job In The Game Industry?
How to apply for a game industry job.
AAA Game
A high-quality title with a large budget.
Review - The Banner Saga
Review of Stoic Studio's The Banner Saga
3 Ways to Create Photorealistic Textures in Games
How to get started with basic concepts for shooting your own photos for game texture use.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
9 Steps to Planning a Game Development Project
How to lay the groundwork for a game development project.
Creating Realistic Photo Textures For Games -...
Tips for taking good texture photos for video game assets.
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.
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
Introduction to UV Mapping
An introduction to UV mapping techniques in 3ds Max 2013.
Quantum Conundrum Review (PC)
We take a look at Quantum Conundrum for the PC.
Getting Started with 3D Modeling –...
Part eight of a series on learning the basics of 3D modeling for game development, using SketchUp. Page 8.
Review: BADLAND (iOS/iPad)
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
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: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software. Page 3.
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.
Photogrammetry: 123D Catch – Part 2
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
Review: Sid Meier's Ace Patrol (iOS)
A review of Sid Meier's Ace Patrol for iOS.
Take a First Look at 'Unreal Engine 4'
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
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
UV Mapping in 3ds Max 2013 - Part 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3. Page 7.
Creating Realistic Photo Textures for Games -...
How to use Genetica to create seamless tiles for game development use.
Integrating UDK with Perforce Software Version...
How to integrate the Unreal Development Kit with a Perforce Version Management Server. Page 8.
The Importance Of Version Control In Game...
A look into the necessity of using source control in modern software development.
Getting Started with Photogrammetry: Photoscan
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
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?
Alpha game software definition
The definition of alpha game software
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 4.
How To Participate In A Private Playtest
A guide to making a good impression in a game company's private playtest session.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
Creating realistic scenes in SketchUp for...
First part of a series on creating a realistic scene in SketchUp. Page 2.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
UV Mapping in 3ds Max 2013 - Intermediate...
How to utilize multimaterials and sub-object materials in 3ds Max 2013. Page 10.
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 2.
Review - Legend of Dungeon
Review of Legend of Dungeon by Robot Loves Kitty
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max. Page 2.
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.
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.
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development.
An Introduction to MODO
An introduction to the feature set of MODO 701
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
Interview: David Helgason, CEO, Unity...
An interview with David Helgason, CEO of Unity Technologies, part 1.
Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
Technical Production Bottlenecks of Current-Gen...
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
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 - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
Mod (Modification)
The process of taking an existing game and modifying the game assets (code, art, sound, etc) to make a new, unique, game experience.
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.
Triple Town Review (iOS)
We take a look at Spry Fox's clever match-three puzzle game, Triple Town.
Review - Lili (iOS)
A review of Lili for iOS. Game Industry.
World of Tanks: Free-to-Play Done Right - Part 2
Analysis of the World of Tanks free-to-play model, part 2.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
Socializing at Professional Events - Part 3
The third part of a series on how to improve your conversation skills for game conferences.
Free to Play (F2P)
Free to play games are those that have no initial cost, but are monetized through ads or microtransaction purchases.
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Beta Game Software - Definition
The definition of beta game software.
Review: Monaco (PC/Steam/Big Screen)
We take a look at the Pocketwatch Games heist title, Monaco.
Review: Shadowrun Returns: Dragonfall (PC/Steam)
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
Stinger
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Mass Effect 3 "Extended Cut"
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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.
Playtest
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Richard Garriott Interview - Shroud and...
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Kickstarter Update - Planetary Annihilation
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team.
Review - Orcs Must Die! 2 (PC)
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
Oculus Rift revisited, Part 1
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Oculus Rift - Hands-On
Hands-on first impressions of the Oculus Rift
Review: Shadowrun Returns (PC/Steam)
A review of Shadowrun Returns for the Windows platform
Downloadable Content (DLC)
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
Frozen Synapse – Review – iOS
A review of the iOS port of Frozen Synapse
Legend of Grimrock Review (PC)
We take a look at the retro-dungeon-crawler, Legend of Grimrock.
Introduction to 3D Printing: Part 2
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Mass Effect 3 Review
Review of the cross-platform game, Mass Effect 3.
Introduction to 3ds Max 2013 - Part 2
Second in a series on introducing new users to Autodesk 3ds Max. Page 2.
Review - The Stanley Parable (PC - Steam/In-Hom...
Review and discussion of The Stanley Parable
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 2.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max. Page 4.
GDC Vault
A video repository for viewing of previous years' GDC talks.
Richard Garriott Interview - Crafting and Economy
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
Journey Review (PS3)
A review of Journey for PS3. Game Industry.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
World of Tanks: Free-to-Play Done Right - Part 1
Analysis of the World of Tanks free-to-play model, part 1.
Richard Garriott Interview: Crowdsourcing Content
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of game assets.
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,
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
Unite 2013 and Unity 4.3 Preview
A summary of the keynote highlights from Unite 2013.

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