Modeling & Texturing a Felco C12 Wirecutter Using Blender & Substance 3D
09 January 2026 - Rafael Murta talked about the creation process for the Felco C12 Wirecutter project, detailing how it was modeled and explaining how the details of dirt, grease, and rust were added.
Developing Roguelite Game Where You Play Two Characters At Once
09 January 2026 - We spoke with Per Stenbeck from BulletHell Studios about Archons, a roguelite where you control two characters at the same time, who discussed technical challenges, marketing mistakes, and shared advice for indie developers.
How an Art Team Created Lived-In Scenes for a Detective Game
08 January 2026 - Forget-Me-Not Studios joined us to discuss the creation of the environments for the narrative mystery game 12 Memory Lane, explaining how they designed the house room by room and detailing how they textured the assets.
How to Design an Abandoned Church Hidden in the Forest Using Unreal Engine 5
07 January 2026 - Enzo Lorenzi-Kohut shared the workflow behind the Abandoned Church project, talking about how he built the church and detailing how he created the trees, flowers, and rocks with realism.
Turning a 2D Concept of Two-Face Into a 3D Sculpture
06 January 2026 - Emmanuel Okafor shared the workflow behind the Two-Face (Harvey Dent) project, explained how he modeled the human part, and talked about achieving the burned look.
Creating a Detailed Cockpit Material Using Substance 3D & Marmoset Toolbag
05 January 2026 - Alex Luna Garvin talked about how he created the Cockpit Material, explaining how he used Extended Shapes, a tool he created in Substance 3D, and sharing tricks to keep every panel consistent.
Workflows & Challenges of Developing Games as a Two-Person Team
05 January 2026 - Thunderrock Innovations joined us to talk about how they created the studio, the creation process behind their games, and how they approach the market as an indie studio.
How to Create Realistic Foliage Using ZBrush, SpeedTree, & Substance 3D
29 December 2025 - Anna Dalmau Forcano shared a breakdown of the Forest Foliage project, discussing creating realistic detailed foliage with ZBrush, Substance 3D Painter, SpeedTree, and Unreal Engine 5.7.
Creating Adventurer's Outfit Inspired by The Last of Us in 3D
29 December 2025 - Creative Cave told us about how they made an outfit for a male adventurer inspired by The Last of Us, explaining the process of modeling wrinkles and adding details to make it more realistic.
Turning Post-Soviet Dacha Into Mech-Inspired Space
29 December 2025 - Sergey Vasnev spoke with us about his Dacha project, explaining how he challenged himself with a vibrant concept piece that transforms a post-Soviet country house into a mecha-style space.
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