Xsolla to Bring Accessibility, Social Impact & Entertainment IP Licensing to London Games Festival 2026
16 April 2026 - Learn more about the company's presence across multiple events throughout the week.
How to Build an Atmospheric Environment Using ZBrush, Unreal Engine & Substance 3D
16 April 2026 - Max Bainbridge shared the workflow behind the Mountain Pass project, talking about the composition and the inspiration, discussing how he sculpted the rocks, the embankments, and the ruins, trying to achieve a hand-crafted look.
When Optimization Stops Working: Inside the Switch Port of Secret of the Mimic that Required Rewriting the Engine
14 April 2026 - Devoted Studios breaks down how memory, loading, and engine limitations forced a shift from just optimization to deep architectural changes during the Switch port of Five Nights at Freddy's: Secret of the Mimic.
3D Character & Prop Artist on Working on Batman: Arkham Shadow & Star Trek Prodigy: Supernova
14 April 2026 - Ana Sánchez Castro talked about her experience working as a 3D Character and Prop Artist, explaining what it has been like to work on various games with different styles and aesthetics, and discussing her workflows and what it is like to work in a team.
Breakdown: Sculpting a Dwarf King Using ZBrush and Substance 3D Painter
13 April 2026 - Paulo Murilo explained the process behind his Dwarf King project, from blocking out the body to refining the model with details such as wrinkles and age marks to bring the character to life.
DMT Games Studio on Creating a Multiplayer Detective Game About Cats
09 April 2026 - DMT Games joined us to talk about the Meowstery Wisp game, explaining how the idea started, why they chose cats as the main characters, how they achieved the social deduction genre, and what their workflow looked like to bring the game to life.
Creating a Painterly-Like and Stylized Environment Inspired by Howl's Moving Castle
07 April 2026 - Frankie Povarchik talked about the pipeline for the Howl's Cottage project, sharing how it was a transition to Unreal Engine 5, building the scene entirely from scratch, and detailing how he made the texture materials with a painterly look.
How to Build and Light a Post Soviet Hospital with Different Rooms
06 April 2026 - Alexander Goryachev talked about the pipeline behind the Post Soviet Hospital, explaining how he set up the standards, showing how he divided the rooms, and discussing the lights he used to enhance the environment.
How to Create an Ice Material Using Substance 3D Designer
06 April 2026 - Vladislav Kiselev talked about the ice material he created using Substance 3D, explaining how he started by following references, using the Voronoi noise as a foundation, and discussing how he created the snow traces.
How an Indie Studio Portrayed Alien Abductions and Depression in a Horror Game
02 April 2026 - Haunting Humans Studio talked with us about Who Are You!?, a sci-fi psychological horror game, explaining what they wanted to express with it, and how they collaborated with a psychologist and UFO specialists to create a more realistic and respectful story.
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