Interview
Creating a Stone Floor Material with Substance 3D Designer & Scanned Atlases Assets
Hwichan Hwang shared the working process behind the stone floor material, talked about working at KRAFTON, and shared advice for beginner artists that want to learn Substance 3D Designer.
Creating a Living Room Scene in Unreal Engine 5.1
Marcos Silva has shared a comprehensive breakdown of the Living Room project, outlining the initial composition plan, detailing the modeling and texturing workflows, and offering insight into the decision to utilize Unreal Engine 5.1 for the project.
Creating Spirited Away-Inspired Voxel Scene in MagicaVoxel
Hasan Göktepe shared the working process behind the Spirited Away project, discussed the benefits and limitations of MagicaVoxel, and talked about the importance of details.
Whiteboard Games On Its Work Culture & Gamedev Market in South America
Whiteboard Games' president Luciano Musella told us how work is organized at the company, spoke about the studio's approach to education, and discussed the peculiarities of the South American game development community.
Rain Games On Indie Dev & How the Story of Teslagrad 2 Began
Rain Games' CEO Peter Wingaard Meldahl told us about the rewards and challenges of creating games independently, spoke about the origins of the Teslagrad series, and discussed Teslagrad 2's mechanics and the importance of visual storytelling.
New World Interactive on Its Work Processes & Strategies for Avoiding Burnout
New World Interactive's Communications Director Astrid Rosemarin spoke about the studio's working organization, explained how they welcome beginners to the team, and shared some tips for avoiding burnout.
Recreating Chris Pratt as Marvel's Star-Lord with Blender, ZBrush & Substance 3D Painter
Fan Zhang shared the workflow behind the Star-Lord project, explained the texturing process, and talked about achieving a character's likeness.
Making a Plague Tale-Inspired Environment With Unreal Engine 5
3D Environment Artist Vivek Kumar Thakur has shared a short breakdown explaining how the Plague Tale-inspired scene was made using Maya, Substance 3D Painter, ZBrush, and Unreal Engine 5.
Setting Up a Calming 3D Forest Scene With Blender & UE5
Ray Vanderhaegen explained the modeling and texturing workflows behind the Finnish Serenity project, showed how the vegetation was set up, and discussed the rendering process in Unreal Engine 5.