How to Turn a 2D Concept Into a Colorful and Lively 3D Environment
21 July 2026 - Anastasiia Manaeva discussed the workflow behind the Matsuri project, explaining how she studied references of traditional Japanese festival floats to make a believable scene and detailing how she achieved the lively atmosphere without adding people.
Behind the Development of Hand-Drawn Strategy Game Don't Kill Them All
21 July 2026 - Vincent Rochette, Creative Director at Fika Productions, talked to us about developing the Unity-powered strategy game Don't Kill Them All, where you manage an army of orcs and temper their brutality to protect resources. He shares how Cult of the Lamb and Into the Breach inspired the game and details the technical work behind its mechanics and hand-drawn 2.5D art style.
Interview: The Past and Future of Sonic According to Sega Devs
21 July 2026 - From Sonic Adventure 2 to Sonic Racing: CrossWorlds and the upcoming Pico Park collaboration, Sonic Team head Takashi Iizuka and Pico Park creator Shintaro Shimazu discuss why Sonic has remained one of gaming's most enduring icons for more than three decades.
Interview: Understanding 3D Art Lighting Through Landscape Painting
20 July 2026 - Mohamed Abdelbaki spoke about how landscape painting has influenced his 3D art, explaining how he paints outdoors, focusing on composition, light values, color, edges, and details, and discussing how he replicates real-life lighting in environment art using ray tracing.
Interview: MMO Pioneer Raph Koster on Stars Reach and the Future of Sandbox Game Design
20 July 2026 - Ultima Online lead designer and Star Wars Galaxies creative director, Raph Koster, discusses building Stars Reach, cloud-native MMO technology, persistent worlds, ecosystem simulation, player-driven economies, and why sandbox MMOs are ready for a comeback.
Assemble Entertainment on Indie Publishing, Steam, & Finding Success in 2026
20 July 2026 - Assemble Entertainment discusses the realities of indie publishing in 2026, why discoverability has never been harder, the future of narrative games, Steam strategy, self-publishing, and what modern developers should expect from a publishing partner.
Cliff Bleszinski Knows What Went Wrong
17 July 2026 - In his first in-depth interview in years, Cliff Bleszinski divulges his deepest and most honest reflection on what exactly killed Boss Key. He discusses the publishing deal that was too favorable, the wrong console choice, and even the co-founder he turned down. And now, he's planning a comeback.
What 15 Years of Game Partnerships Taught Me
17 July 2026 - After 15 years and 170M downloads of Magic Jigsaw Puzzles, ZiMAD's Chief BD Officer shares how to protect player trust and lead through fast change.
Breakdown: Turning 2D Concept Art Into a Fantasy 3D Village Scene
17 July 2026 - Laney Desroches broke down the creation of The Secret Village, explaining every step of the process, from creating the mountains and modeling the church to placing foliage, lighting the scene, and compositing the final render for a natural look.
How to Create a Real-Time Character Inspired by Dishonored
17 July 2026 - Fransiscus Luis spoke about the Silas Rook project, explaining that he wanted to experiment with exaggerated, angular facial features and realistic texturing, and discussing how he created the dreadlocks with a natural flow and volume.
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