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Inside Focus Entertainment’s Strategy for AA Games and Long-Term Franchises

22 May 2026 - Focus Entertainment discusses the evolution from physical distributor to global publisher, the realities of modern AA publishing, live-service support, developer partnerships, and the strategy behind hits like Warhammer 40,000: Space Marine II.

#Interviews#Video Games#Game Development

How Bubsy 4D Reimagines a Retro Mascot for Modern 3D Platformers

22 May 2026 - The team at Fabraz discusses balancing nostalgia with sincerity, building momentum-driven gameplay in Unity, and redefining Bubsy’s identity for a new generation.

#Interviews#Video Games#Game Development#Unity

Breakdown: How to Sculpt and Texture a Character with Customisable Features

22 May 2026 - Alice Brandom spoke about the creation process behind the Build-a-Builder project, discussing how she wanted to explore anatomy using online libraries of photography, explaining how she divided the UV maps, and showing how she textured the clothes.

#Character Art#Interviews#3ds Max#Unreal Engine#ZBrush#Substance 3D Painter

How Coffee Talk Tokyo Expands the Series with Yokai, Social Media & Modern Tokyo

21 May 2026 - The developers behind Coffee Talk Tokyo discuss moving the series to Japan, designing yokai-inspired characters, evolving branching narrative systems, and building cozy late-night atmosphere through music, staging, and environmental storytelling.

#Interviews#Video Games#Game Design

Invincible VS Devs Explain Building a Violent Superhero Fighting Game in Unreal Engine

21 May 2026 - The developers behind Invincible VS discuss adapting the Invincible universe into a competitive fighting game using Unreal Engine, rollback netcode, cinematic animation workflows, destructible arenas, and systems-driven combat design.

#Interviews#Unreal Engine#Video Games#Game Development
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Designing Large-Scale Mobile Game Cities: Production, Optimization, & Worldbuilding Expertise

21 May 2026 - Bohdan Verteletskyi talked to us about the approach he developed and led while building a large-scale open world for a mobile multiplayer game designed to support over 1,000,000 active users, discussing world structure, content distribution, and optimization systems.

#Environment Art#Interviews#Game Development

Breakdown: How to Create a New Disctrict That Could Exist Within the Dishonored World

21 May 2026 - Mario Fernández shared the workflow behind the Grimward District | Environment vol.1, explaining what inspired the project, how important it is to gather references that can serve as a foundation, and discussing how he focused on creating a balanced and believable environment.

#Environment Art#Interviews#Unreal Engine#Maya#Substance 3D Designer#Substance 3D Painter

How to Model & Texture Jinx from Arcane with ZBrush

20 May 2026 - Javier Benver walked us through the process of recreating Arcane’s Jinx in a painterly style, discussing character modeling and texturing in ZBrush.

#Character Art#Interviews#3ds Max#Marmoset Toolbag#ZBrush#Arnold

Technical Artist on Building Tools, Pipelines, and Blending Art with Engineering

20 May 2026 - Ryan Amos joined us to talk about how it has been for him to work on different projects, the problems with production pipelines, building tools that can make the work easier, the connection between art and engineering, and his thoughts about technical art and its evolution.

#Interviews#Game Development#Technical Art

Channel 3 Entertainment on Creating the Robot Factory Builder Game Foundry

20 May 2026 - Channel 3 Entertainment spoke with us about their multiplayer game Foundry, detailing why they chose the first-person perspective, how the process of world-building was, and explaining some of the challenges they face while creating the game.

#Interviews#Video Games

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