Mostafa Samir did a breakdown of his cinematic environment Baghdad made with Blender, Substance Painter, and Clarisse iFX.
Chris Sims did a breakdown of his UE4 environment The Lone Tower and talked about the way he scaled the scene, utilized Megascans, and established lighting.
Abel Dopazo talked about his work as a cinematic artist, discussing the way he uses Blender, MODO and other tools for the production of large-scale environments and cinematics.
Peter Dimitrov came back with the breakdown of his stunning work, The Neon Graveyard, and shared some tips on mimicking the neon light.
Sheng Lam shared the work he did last year for ArcCorp.
The Fishing Cactus game studio talked about game production and shared their workflow with the Nanotale game.
Jay Cummings wrote a detailed article about the production of his recent project Slaughterhouse made in UE4. Part 1 covered the pre-production phase, software used, blockout, asset modeling, materials, and foliage. In Part 2, Jay discusses his approach to photogrammetry, lighting, post-processing, effects and additional materials included in the appendix.
Andreas Lohse prepared a breakdown of his recent environment Hideout and talked in detail about the production of numerous assets, quick texturing, and camera settings in UE4.
Andrew Lund made a huge breakdown on his recent project, Winter Street Scene, and shared some organizational tips.
80 Level RelaunchedTo be honest, the previous version of the site was definitely clearer...·
80 Level RelaunchedWhat I really liked about the previous design was how I could see at a...·
80 Level RelaunchedVery sad. The previous design was more understandable and clean. I don...·
80 Level RelaunchedI still like the old design.
In the previous version of the page ca...·
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