Petar Zvezdanov from Ubisoft shared his experience of working on Assassin’s Creed Valhalla from home and talked about the production of asset kits, ornaments, and bark material for the game.
Take a look at the walkthrough of the worldbuilding for Anthem Cataclysm from Kenneth Fairclough.
Maxime Renault did a breakdown of his UE4 project Victorian Manor: importing models into the engine, creating paintings, assembling the scene, setting up lighting, and more.
Josh Haun shared the process of designing and creating a vintage drive-in restaurant made in Blender, Fusion 360, ZBrush, and Substance Painter.
Daniel Hinckley talked about his education, work with vegetation and references for vegetation, and the process of creating A Cycle of Violence, a UE4 scene inspired by The Last of Us: Part 2.
The team of 6 artists – Luís Mesquita, Kevin Buck, Lloyd James, Gordon Neill, Tim Groß, and Abdullahi, – talked about their mutual project Cuban Kitchen made during one of the Beyond Extent Team Challenges.
Finn Stevens-Lock talked about their small cozy scene Witch Cafe made during one of the courses at CGMA: idea development, different approaches to texturing, the use of a 2.5D art technique, and lighting.
David Holland shared a detailed breakdown of his simple stylized meadow scene loosely inspired by The Legend of Zelda: Breath of the Wild and Ghibli's My Neighbour Totoro.
Check out Unity packs with generators for vegetation, buildings, and city creation that will come in handy for your Unity project.
Using Motion Tracking For Twitch StreamsLooks very nice, too bad their system is pretty expensive.·
Empty Fridge and Cup Noodles: Developers on Launching Game StudiosOr don't bother launching a studio, save all that time and money,...·
Using Motion Tracking For Twitch StreamsHello,
Great video and coverage.
Just so you're aw...·
Space Cadet: Creating a Manga-Style Character in Blender and Substance PainterI enjoyed reading the article. Thx·
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