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.
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
How to apply for a game industry job.
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.
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.
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.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
A look into the necessity of using source control in modern software development.
A primer on using Autodesk's free photo-to-3D model conversion software.
A look into the features supported by the free version of Unreal Engine, UDK.
How to install a Perforce Server for game development.
Getting started with the basics of camera settings as they relate to texture photography.
First part of a series on creating a realistic scene in SketchUp.
Part two in a series on how to use Agisoft Photoscan in game development.
What is the current state of game streaming, and how does it impact the future of game development?
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
A guide to making a good impression in a game company's private playtest session.
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
How to use Genetica to create seamless tiles for game development use.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
An introduction to the feature set of MODO 701
The definition of alpha game software
Reference for developers evaluating Unity versus other engine choices.
Hands-on first impressions of the Oculus Rift
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
A list of, and descriptions for, game-industry related conferences.
An interview with David Helgason, CEO of Unity Technologies, part 1.
The definition of beta game software.
An introduction to UV mapping techniques in 3ds Max 2013, part 2.
First in a series on getting started developing for Apple's iOS devices.
How to utilize multimaterials and sub-object materials in 3ds Max 2013.
A look at the new features and improvements coming to the latest version of the Unity game engine.
Analysis of the World of Tanks free-to-play model, part 2.
Analysis of the World of Tanks free-to-play model, part 3.
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
A discussion of the path that selling games has taken over the past twenty years.
The second in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
A look at what Adobe Creative Cloud offers to game developers.
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
A summary of the keynote highlights from Unite 2013.
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
A review of Journey for PS3. Game Industry.
A video repository for viewing of previous years' GDC talks.
A look back at Papa Sangre, an audio concept game.
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Analysis of the World of Tanks free-to-play model, part 1.
Second in a series on introducing new users to Autodesk 3ds Max
First in a series on introducing new users to Autodesk 3ds Max
The third part of a series on how to improve your conversation skills for game conferences.