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Custom AABB collision boxes for an entity
Half-Life

Custom AABB collision boxes for an entity

Bleach:Zanpakutou Senshi Server Side Coding 4 comments

How do you use the existing AABB collision system in Half-Life to provide a more precise collision model of an object? You simply fill it with smaller...

Completing the development of your game
Control Shift

Completing the development of your game

Control Shift Design/Concepts 0 comments

Finishing the development of a game isn't an easy thing to do. There's a lot to do, there's little time, and it's not easy to know when to decide that...

Making a professional Trainer for Vice City!
Grand Theft Auto: Vice City

Making a professional Trainer for Vice City!

Grand Theft Auto: Vice City Client Side Coding 2 comments

Learn how to hack GTA Vice City in two hours with your own Trainer!

Dev Blog #2 – A Hands-on Guide On How To Make Games
Lake Ridden

Dev Blog #2 – A Hands-on Guide On How To Make Games

Lake Ridden Design/Concepts 0 comments

Here's some great, hands-on tips on how a mid sized indie studio makes their games. Our game Lake Ridden is a story driven first-person horror game, set...

Where is Poppy - Setting up a GoldSrc Mod
Half-Life

Where is Poppy - Setting up a GoldSrc Mod

Half-Life Starting a mod 3 comments

In this, the first part in the “Where is Poppy” modding tutorial series i highlight the steps required for setting up your GoldSrc Mod for its first...

Quick Free Game Music
Dont Panic!

Quick Free Game Music

Dont Panic! Music 0 comments

Make Music and Soundscapes quick and free with OnlineSequenzer and GarageBand. A short step by step tutorial on how i made some of the music for my game...

10 Tips When Applying For A Games Industry Job
Lake Ridden

10 Tips When Applying For A Games Industry Job

Lake Ridden Client Side Coding 2 comments

Here we give you 10 great tips for when applying for a job in the video games industry! Our game Lake Ridden is a story driven first-person horror game...

Introduction to GoldSrc Programming  - Setting up Visual Studio
Half-Life

Introduction to GoldSrc Programming - Setting up Visual Studio

Half-Life Client Side Coding 10 comments

Here we take a look at setting up and configuring Visual Studio 2013 alongside the Half-Life SDK for programming. We also show how to build, and run the...

Getting Started
Osirus MMO

Getting Started

Osirus MMO Other 0 comments

This tutorial will show you how to get started in OsirusMMO.

Mind the Trap: How to Engage Those Who Haven't Played Yet
Mind the Trap

Mind the Trap: How to Engage Those Who Haven't Played Yet

Mind the Trap PR 3 comments

Deliver a targeted, gameplay-focused presentation to impress viewers, drive traffic to your game, and stay competitive.

Dev Blog #1 – Automate Your Build Process!
Lake Ridden

Dev Blog #1 – Automate Your Build Process!

Lake Ridden Client Side Coding 0 comments

Making an automated system that builds your game (instead of making builds manually) is a huge advantage! In this developer blog post our lead programmer...

Screen Space Effects in Unity using Shader Forge
Eco Tales: My Item Shop

Screen Space Effects in Unity using Shader Forge

Eco Tales: My Item Shop Textures 2 comments

An introductory tutorial on Screen Space Effects in Unity using Shader Forge.

How To Make A Kickass Game Art Portfolio
Lake Ridden

How To Make A Kickass Game Art Portfolio

Lake Ridden Concept Art 5 comments

Knowing how to display your art is crucial if you wish to land a job in game development! Here are some handy tips from our art director on how to make...

Squareface Game Box
Squareface

Squareface Game Box

Squareface Design/Concepts 1 comment

In the age of digital downloads, many indie titles will never stay on a shelf. Squareface has this chance if you can put a little effort into it.

First principles: Picking and sticking to a Core Mechanic
Control Shift

First principles: Picking and sticking to a Core Mechanic

Control Shift Design/Concepts 4 comments

This article discusses the importance of focusing on core mechanics in the early stages of game development, using Control Shift as use case example.

Pound the Puss (Walkthrough)
Pound the Puss

Pound the Puss (Walkthrough)

Pound the Puss Other 3 comments

Stuck on a problem? Here's exactly how to beat Pound the Puss!

Designing Game Content and Scrapping What Doesn't Work
Tower Fortress

Designing Game Content and Scrapping What Doesn't Work

Tower Fortress Design/Concepts 4 comments

What goes on in the process of game design after the prototype has been done and art is implemented? Here's the thought process that's kept me working...

Houdini - Unity - Rigid Body Fracturing Pipeline
Eco Tales: My Item Shop

Houdini - Unity - Rigid Body Fracturing Pipeline

Eco Tales: My Item Shop Animation 0 comments

A short tutorial on creating and exporting a rigid body simulation for use in Unity.

Improving performance of my Wave Engine games (2/2)

Improving performance of my Wave Engine games (2/2)

Wave Engine QA/Testing 0 comments

This article is the second part of how to improve performance of my Wave Engine games. So if you do not know it yet, I recommend you read the first article...

Tiles making tutorial
Sand and Rust

Tiles making tutorial

Sand and Rust Textures 1 comment

Guide to create tiles using a simple design method for 2d games.

Pixel Art Tiles
Aftertile

Pixel Art Tiles

Aftertile Design/Concepts 0 comments

Another tutorial-devlog! On this episode, I give an insider's view of my conceptualization process, from paper to depression to mockup to asset creation.

Collectible photos | Life is Strange: Сhrysalis [Guide]
Life is Strange

Collectible photos | Life is Strange: Сhrysalis [Guide]

Life is Strange Other 0 comments

Collectible photos | Life is Strange: Сhrysalis [Guide].

How to Write
Heroes Must Die

How to Write

Heroes Must Die Other 2 comments

Game Writer Rick Stemm gives the crashiest of crash courses on writing for video games.

Building a wormhole effect
Intelligent Design: An evolution sandbox

Building a wormhole effect

Intelligent Design: An evolution sandbox Animation 0 comments

For the past week I've been working on a wormhole/portal style effect. In this article I'll describe it and give some basic details on how I made it.

AI Progression
The Siege and the Sandfox

AI Progression

The Siege and the Sandfox Client Side Coding 0 comments

AI Development to Date - Catch Up Dev Diary Article by Designer Chris Wilson.

A:CTS Module String Reference Guide
Airships: Conquer the Skies

A:CTS Module String Reference Guide

The Module Kit Mapping/Technical 0 comments

The Airships: Conquer The Skies Module String Reference Guide.

Mandagon - Building levels
Mandagon

Mandagon - Building levels

Mandagon Level Design/Theory 1 comment

While we put the finishing touches on Mandagon let's break down some level design!

Make Your Own Crosshairs
Insurgency

Make Your Own Crosshairs

Resurgence UI/HUD 0 comments

This tutorial will teach you how to make custom crosshairs for Resurgence.

[TUT] Use SFM Hammer Editor for Portal 2 Mapping
Portal 2

[TUT] Use SFM Hammer Editor for Portal 2 Mapping

Aperture: The Omega Project Mapping/Technical 0 comments

The default Portal 2 Hammer Editor is somewhat buggy, so I will show here how to use the newer Hammer Editor from Source Filmmaker.

GIMP - Tutorial: Creating a Bloody Parchment texture!
A Dark Secret 2

GIMP - Tutorial: Creating a Bloody Parchment texture!

A Dark Secret 2 Textures 1 comment

In this step-by-step tutorial I show how you can create your own bloody parchment texture for your mod or game or whatever you would like to use it for...

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