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 get started with basic concepts for shooting your own photos for game texture use.
How to lay the groundwork for a game development project.
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
There are some high-level basic concepts to be conscious of when getting started with game design for mobile devices.
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.
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
How to install a Perforce Server for game development. Page 2.
A look into the necessity of using source control in modern software development.
Getting started with the basics of camera settings as they relate to texture photography.
How to build an online presence for game industry job seekers.
A primer on using Autodesk's free photo-to-3D model conversion software.
An introduction to UV mapping techniques in 3ds Max 2013, part 2. Page 2.
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
How to integrate the Unreal Development Kit with a Perforce Version Management Server.
First in a series on getting started developing for Apple's iOS devices.
Reference for developers evaluating Unity versus other engine choices.
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 4.
Fourth part of a series on creating a realistic scene in SketchUp.
An introduction to the feature set of MODO 701
A look into the features supported by the free version of Unreal Engine, UDK.
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,
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
Part two in a series on how to use Agisoft Photoscan in game development.
A look at the new features and improvements coming to the latest version of the Unity game engine.
Exercise one of a series on learning the basics of 3D modeling for game development, using SketchUp. Page 2.
How to use Genetica to create seamless tiles for game development use. Page 6.
How to use Microsoft Word's change tracking features to work better with a team.
A guide to making a good impression in a game company's private playtest session.
What is the current state of game streaming, and how does it impact the future of game development?
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
The definition of alpha game software
The definition of beta game software.
The fourth part of a series on how to improve your conversation skills for game conferences.
Second part of an interview series with David Helgason, CEO of Unity Technologies.
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
A list of, and descriptions for, game-industry related conferences.
Hands-on first impressions of the Oculus Rift
A discussion of the path that selling games has taken over the past twenty years.
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
A tutorial in the application of the basic methods learned in previous exercises, while introducing new techniques.
A guide to good etiquette for professional conferences.
Review and discussion of The Stanley Parable
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.
Third in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
A look back at Papa Sangre, an audio concept game.
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Review of the cross-platform game, Mass Effect 3.
Third in a series on introducing new users to Autodesk 3ds Max. Page 3.
The second part of a series on how to improve your conversation skills for game conferences.
A video repository for viewing of previous years' GDC talks.
Review of XCOM: Enemy Unknown for Windows PC.
A review of the iOS port of Frozen Synapse
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 2.
Part 3 of our interview with Richard Garriott about the Shroud of the Avatar, and crowdsourcing of game assets.
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
The third part of a series on how to improve your conversation skills for game conferences.
A core set of technologies combined into a single software package to accelerate game development.
Part 2 of our interview with Richard Garriott, discussing crafting and economy in Shroud of the Avatar.
The first in a series of primers on getting started with the terminology and concepts of 3D modeling and rendering.
Review of BioShock Infinite by Irrational Games for PC.
Additional assets, game modes, or other content for the game sold or given away after the retail release of the primary product.
First 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.
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
Fourth in a series on introducing new users to Autodesk 3ds Max
We take an updated look at the Oculus Rift, and what progress has been made since our first test.
Second in a series on introducing new users to Autodesk 3ds Max
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
A review of Shadowrun Returns for the Windows platform
A review of Journey for PS3. Game Industry.
A review of Lili for iOS. Game Industry.
A look at Robot Entertainment's sequel, Orcs Must Die! 2.
A look at what Adobe Creative Cloud offers to game developers.
Review of Stoic Studio's The Banner Saga
Review of Legend of Dungeon by Robot Loves Kitty
A review of Ear Monsters for iOS.
The new wave of Kickstarter-funded development has the potential to revolutionize the way small projects get off the ground.
Analysis of the World of Tanks free-to-play model, part 2.