Building a Creepy 3D Fantasy Environment Inspired by Greek Mythology
02 September 2026 - Helena Hansen took us through the creation of the Blighted Harbour project, an atmospheric fantasy scene based on the River Styx and made as her first Blender project.
Turning a 2D Illustration into a 3D Environment with a Hand-Painted Look
01 September 2026 - Shuming Zhang spoke about creating The WoodLand Pizzeria, covering his experiments with seasons and times of day and his exploration of procedural workflows to recreate the feel of hand-painted artwork.
Solo Dev on Making a Hand-Painted Hard Sci-Fi Adventure in Godot
01 September 2026 - Nikita Nplus1 discussed Mayak, a hand-drawn sci-fi adventure game, covering its gameplay, the creative process behind its art style, and his approach to self-marketing.
Interview: New Indie Game Uses Local AI Model Trained on Studio's Own Artists
31 August 2026 - Studio Atelico explains what it learned from building more than 10 game prototypes, including the need for authored constraints, on-device inference, statistical testing, artist consent, and closer collaboration between creative and technical teams.
How to Sculpt and Texture a 3D Fighter Character with ZBrush and Substance 3D
31 August 2026 - Josh Linao spoke about creating Iron Mitchell, a character inspired by fighting games like Mortal Kombat but with his own twist, and shared how he used Mike Tyson as a reference when sculpting the face.
Interview: How Mistfall Hunter Blends Soulslike Combat with Dark Fantasy RPG Extraction Mechanics
28 August 2026 - Bellring Games discusses combining Dark Souls-style action combat with Arc Raiders-like extraction tension, creating a ruined Nordic aesthetic, maintaining PvPvE readability, and responding to more than one million players.
How Tripo Is Tackling Clean Topology for its 3D Asset Pipeline
28 August 2026 - Tripo Co-Founder and Chief Scientist Dr. Yanpei Cao discusses Smart Mesh, generating usable topology in seconds, giving artists more control over generated assets, Gaussian Splats, production-ready 3D, and the shift from individual asset generation toward complete interactive worlds.
Modeling and Texturing Assets and Foliage for a Detailed 3D Environment
28 August 2026 - Elie Paquiet discussed the workflow behind The Courtyard project, detailing how he made a modular building kit with 3m, 4.5m, and 6m scales, built his own multi-layer shader, and created the foliage using real plant photos as reference.
Sculpting a Dark Fantasy Character with Clockwork Elements & Religious Imagery
27 August 2026 - Kang Jeong discussed the workflow behind the CLOCK SAINT project, explaining how he sculpted the character by dividing it into four sections and detailing how he managed the Metallic and Roughness values in the materials to achieve the religious look.
Interview: Yoshitaka Amano on Creating Art That Transcends Games, Anime, and Generations
26 August 2026 - Legendary Final Fantasy artist Yoshitaka Amano discusses his timeless visual identity, bringing ZAN into animation, avoiding trends, Eastern and Western influences, collaboration, and advice for young artists.
Subscribe to newsletter
Don't miss our weekly newsletter
Partners
Become a partner