OZARK: Creating a Dark Story-Driven 2.5D Action-Horror Game
22 September 2026 - Alter-Boy spoke about the creation process behind their action-horror game OZARK, explaining how the project started as a technical experiment, how the fixed 2.5D camera shaped everything, and how the team approached the game's art pipeline.
Building a Medieval Encaustic Floor Tile Material Using Substance 3D & UE5
21 September 2026 - Alisa Prakapenka discussed the workflow behind the Medieval Encaustic Tiles, detailing how she built height maps, grout, pattern shapes, base color, and roughness using modular subgraphs to represent clean, broken, and damaged tile states and show historical wear and aging.
Creating a Stylized 3D Character of a Water Woman with Blender & Maya
21 September 2026 - Fabien Metais spoke about the creation process behind the Water Woman project, explaining how he modeled and sculpted the character in Maya without retopologizing, and detailing how he textured it by painting in black and white, then changing the entire color palette.
Interview: How Cyberpunk 2077’s Night City Was Built Almost Entirely by Hand
18 September 2026 - CD PROJEKT RED’s art directors explain how Night City was handcrafted, how first-person gameplay shaped its scale and detail, why path tracing fit its lighting pipeline, and what Phantom Liberty changed.
Breakdown: Creating a Realistic 3D Environment of an Ankara Street
18 September 2026 - Nore Pollentier spoke about the creation process behind the Ankara Alley project, detailing how she gathered references of a real street in Ankara, how she created the tiling wall and road materials with Substance 3D Designer, and explaining how she achieved the cozy vibe.
Assembling Abandoned Middle Eastern Courtyard in 3D Using Pass-Based Workflow
18 September 2026 - Irmak Çavun talks about how the culture she grew up in inspired the Abandoned Middle Eastern Courtyard project, how she switched up her workflow in favor of a pass-based approach to save time, and how she created an efficient, quick-to-use material system.
Modeling 3D Character with Medieval Fantasy & Post-Apocalyptic Elements
17 September 2026 - Seori Nam discussed the workflow behind the Princess of a Lost Planet character, explaining how she sculpted the face from a base mesh, how she built the clothes in Marvelous Designer, and detailing how she prioritized texel density and balanced the colors across the character.
Developing Well Dweller, a Dreamy Hand-Drawn Metroidvania about a Cute Bird
17 September 2026 - Kyle Thompson reveals that his brother has been writing music for his games for the past 7 years, explains how he came up with the concept for Well Dweller, and shares what his previous releases taught him.
Dissectible Anatomy Lets Users Cut & Tear Virtual Bodies in Real Time
17 September 2026 - Purdue University’s Tim McGraw explains how position-based dynamics, signed distance fields, and volumetric splats transform cryosection imagery into deformable models that users can cut, tear, and explore.
3D Artist on Creating a Geometry-Based Plugin That Makes Realistic Worn Edges
16 September 2026 - Cornelius Dämmrich talks us through the process behind Egdy, a plugin for Cinema 4D and Blender with 6 damage modules for creating lifelike cracks, chips, and other imperfections on the edges of your objects.
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