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Breakdown: Come On Studio on Creating the Cozy Sandbox Game Hozy

18 June 2026 - Come On Studio discussed the creation process behind their sandbox game, Hozy, explaining what inspired it, how they designed the different mechanics, and detailing their environment workflow from the initial concept to the final scene.

#Feature#Video Games#Game Development

You're Having the Wrong Conversation About Environment Art Co-Development

11 June 2026 - Most studios arrive at the environment art co-development conversation too late, with a brief that's too narrow, and then wonder why the results feel disconnected from the rest of the game. There's a smarter way to structure it, and it starts before you hit capacity. 

#Feature#Environment Art#Co-Development#Sponsored Article

From Sandbox to Studio: Leveraging R&D Readiness for Production Efficiency

04 June 2026 - Edward Chiu from the motion design studio ManvsMachine joined us to talk about his work, explaining how the studio integrates technology and art, how his role is to take the research into new visual styles and techniques, and how his passion for 2D style has helped him with other creations.

#Feature#Interviews#3D Art#Animation

How Devs Designed a Scalable Ability System for Temtem: Swarm

03 June 2026 - The Temtem: Swarm team breaks down how they designed a scalable, data-driven ability framework capable of supporting more than 250 techniques through modular stat systems, layered perk architecture, and flexible scripting pipelines.

#Feature#Video Games#Game Design#Game Development

Building Sentinels: Crafting a Retro Sci-Fi Universe in Blender and Plasticity

03 June 2026 - Sandro Bonfanti discussed the hard surface project, Sentinels, which is focused on storytelling and world-building. He explained the story, its inspirations, and how it was visually developed using a retro style for the masks and equipment of each district.

#Feature#3ds Max#Marmoset Toolbag#Photoshop#Quixel#Substance 3D Painter
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Learn How to Design Speculative Materials for Game Characters

02 June 2026 - Imara van der Wel shared a tutorial on creating speculative materials for far-future or alien creatures, explaining five fundamental steps, including how to take real textile properties as a reference to design something that can exist in a fictional world and make it believable.

#Feature#Materials#3D Art#Materials

Building a Modular Snowy Church Environment in Unreal Engine 5

29 May 2026 - Eric Blaida broke down the creation of The Last Chapel, focusing on his goal of an abandoned but not completely lifeless feel, and building the church using modular pieces.

#Feature#Blender#Unreal Engine#ZBrush#Substance 3D Designer#Substance 3D Painter

Making Of The Forgotten Sanctuary Real-Time Environment In Unreal Engine

29 May 2026 - Zyad Younes discussed the workflow behind the Forgotten Sanctuary project, covering its goals, technical pipelines, experimentation with new techniques, and how he created each prop, including the boat, statue, and pots.

#Feature#Blender#Unreal Engine#Marmoset Toolbag#Photoshop#ZBrush#Substance 3D Designer#Substance 3D Painter

Breakdown: Creating a Stylized Hellboy Inspired by Wayfinder & Darksiders

25 May 2026 - Jean Fernandez explained the workflow behind his stylized 3D version of Hellboy, covering the process from concept to the final render, including the hair sculpting stage.

#Character Art#Feature#Blender#Marmoset Toolbag#Photoshop#ZBrush#Substance 3D Painter

How Geology and VFX Helped Rebuild Prehistoric Earth for The Dinosaurs

22 May 2026 - Lux Aeterna discusses how satellite datasets, geological projections, and cinematic VFX techniques were used to recreate prehistoric Earth for Netflix’s The Dinosaurs.

#Feature#VFX

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