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Game Industry: Most Popular Articles

These articles are the most popular over the last month.
AAA Game
A high-quality title with a large budget.
How Do You 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.
Unreal Engine 4 - First Look
An analysis of the first set of features revealed for Epic's upcoming Unreal Engine 4.
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 to Plan A Game Development Project
How to lay the groundwork for a game development project.
Getting Started with Photogrammetry: Photoscan
A primer on getting started with Agisoft Photoscan, a photo-to-3D model conversion software package.
UV Mapping in 3ds Max 2013 - Part 1
An introduction to UV mapping techniques in 3ds Max 2013, part 1.
Creating Realistic Photo Textures for Games -...
How to get started with basic concepts for shooting your own photos for game texture 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.
Installing and Configuring Perforce on Windows...
How to install a Perforce Server for game development.
Creating Realistic Photo Textures For Games -...
Getting started with the basics of camera settings as they relate to texture photography.
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
Getting Started with Photogrammetry: 123D Catch
A primer on using Autodesk's free photo-to-3D model conversion software.
Getting Started with 3D Modeling –...
Part seven of a series on learning the basics of 3D modeling for game development, using SketchUp. Page 10.
UV Mapping in 3ds Max 2013 - Part 3
An introduction to UV mapping techniques in 3ds Max 2013, part 3.
Unity Engine Feature Guide
Reference for developers evaluating Unity versus other engine choices.
UV Mapping in 3ds Max 2013 - Intermediate...
How to utilize multimaterials and sub-object materials in 3ds Max 2013.
Milk and Cookies: Cow Clicker and Cookie Clicker
A look at two bare-essentials web titles, Cow Clicker and Cookie Clicker
UV Mapping in 3ds Max 2013 - Part 4
An introduction to UV mapping techniques in 3ds Max 2013, part 4. Page 4.
Creating realistic scenes in SketchUp for...
Fourth part of a series on creating a realistic scene in SketchUp.
UV Mapping in 3ds Max 2013 - Part 2
An introduction to UV mapping techniques in 3ds Max 2013, part 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.
Unity 4 - First Look
A look at the new features and improvements coming to the latest version of the Unity game engine.
An Introduction to MODO
An introduction to the feature set of MODO 701
Photogrammetry: Photoscan – Part 2
Part two in a series on how to use Agisoft Photoscan in game development. Page 5.
Getting Started Developing for iOS (Part 1)
First in a series on getting started developing for Apple's iOS devices.
Game Industry Conferences
A list of, and descriptions for, game-industry related conferences.
UDK Feature Guide
A look into the features supported by the free version of Unreal Engine, UDK.
Game Engine
A core set of technologies combined into a single software package to accelerate game development.
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.
World of Tanks: Free-to-Play Done Right - Part 2
Analysis of the World of Tanks free-to-play model, part 2.
Introduction to 3ds Max 2013 - Part 3
Third in a series on introducing new users to Autodesk 3ds Max. Page 2.
Introduction to 3D Printing: Part 1
An introduction to using 3D printing as a promotional and design tool for video game development, part 1.
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.
Technical Production Bottlenecks of Current-Gen...
A look at some of the issues plaguing developers of current-generation high-quality 3D game content.
Introduction to 3D Printing: Part 2
An introduction to using 3D printing as a promotional and design tool for video game development, part 2.
Kickstarter Update - Planetary Annihilation
We take a look at the current state of development of Planetary Annihilation, by Uber Entertainment.
Socializing at Professional Events - Part 4
The fourth part of a series on how to improve your conversation skills for game conferences.
Crunch Time
A discussion of crunch time in the game industry. What it is, and how studios are trying to fix it.
Alpha game software definition
The definition of alpha game software
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.
Review: Shadowrun Returns: Dragonfall (PC/Steam)
Review of the RPG, Shadowrun Returns: Dragonfall, for Windows.
Photogrammetry: 123D Catch – Part 2
Part two in the series on photogrammetry, on how to get started using 123D Catch to create game assets.
Introduction to 3ds Max 2013 - Part 1
First in a series on introducing new users to Autodesk 3ds Max. Page 2.
Socializing at Professional Events - Part 2
The second part of a series on how to improve your conversation skills for game conferences.
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.
GDC Vault
A video repository for viewing of previous years' GDC talks.
Unite 2013 and Unity 4.3 Preview
A summary of the keynote highlights from Unite 2013.
Socializing at Professional Events
A guide to good etiquette for professional conferences.
Review: BADLAND (iOS/iPad)
We take a look at the artfully done BADLAND, a side-scrolling race against time game on iOS.
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.
Using Word in a Collaborative Design Environment
How to use Microsoft Word's change tracking features to work better with a team.
Review - Legend of Dungeon
Review of Legend of Dungeon by Robot Loves Kitty
Preview: Kerbal Space Program
Preview of version 0.22 alpha of Kerbal Space Program, for Windows.
Frozen Synapse – Review – iOS
A review of the iOS port of Frozen Synapse
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 8.
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?
Shroud of the Avatar: Selective Multiplayer,...
Second in a series of articles based on an interview with Richard Garriott about Shroud of the Avatar's Selective Multiplayer system.
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.
Review - The Banner Saga
Review of Stoic Studio's The Banner Saga
Review: Monaco (PC/Steam/Big Screen)
We take a look at the Pocketwatch Games heist title, Monaco.
World of Tanks: Free-to-Play Done Right - Part 1
Analysis of the World of Tanks free-to-play model, part 1.
Thriving at Professional Social Events
The first 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.
Adobe Creative Cloud: What developers need to...
A look at what Adobe Creative Cloud offers to game developers.
Socializing at Professional Events - Part 3
The third part of a series on how to improve your conversation skills for game conferences.
A Brief History of Selling Games
A discussion of the path that selling games has taken over the past twenty years.
Review: Shadowrun Returns (PC/Steam)
A review of Shadowrun Returns for the Windows platform
Stinger
A stinger is a short piece of music intended to be played once and stopped, usually accompanying an on-screen action.
Introduction to 3ds Max 2013 - Part 4
Fourth in a series on introducing new users to Autodesk 3ds Max. Page 6.
Journey Review (PS3)
A review of Journey for PS3. Game Industry.
Playtest
A testing session with an emphasis on feedback of the actual gameplay of the title, less on empirical methods, or regression testing.
Interview: David Helgason, CEO, Unity...
An interview with David Helgason, CEO of Unity Technologies, part 1.
World of Tanks: Free-to-Play Done Right - Part 3
Analysis of the World of Tanks free-to-play model, part 3.
FEZ Review (Xbox 360)
A review of the innovative 2D/3D platformer, FEZ, for XBLA.
Mass Effect 3 "Extended Cut"
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Retrospective Review - Papa Sangre
A look back at Papa Sangre, an audio concept game.
Review - BioShock Infinite (PC)
Review of BioShock Infinite by Irrational Games for PC.
Richard Garriott Interview - Shroud and...
Part one of an interview series with Richard Garriott de Cayeux about crowdfunding and Shroud of the Avatar.
Review: XCOM: Enemy Unknown (PC)
Review of XCOM: Enemy Unknown for Windows PC.

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