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Building a Hero Garment From Real-World Data

21 August 2026 - Joseph Deese explains how Render Ready uses real-world garment scanning instead of digital cloth simulation and how it uses custom poseable mannequins for physical capture.

#Feature#Video Games

Inside a Custom Facial Animation Pipeline for an Indie Horror Short

14 August 2026 - Jev Belyaev broke down the workflow behind his animated horror shorts, explaining how he combines a custom facial animation system with reusable FACS shapes to handle everything from facial shapes to eyes and jaw tracking.

#Feature#Animation#Blender#Houdini

Game Studios Are Moving Beyond Legacy Version Control, and Here's Why

04 August 2026 - Diversion is positioning itself as a scalable, modern alternative to legacy version control options like Perforce and Git for teams working with Unreal, Unity, large files, and creative pipelines

#Feature#News#Game Development#Game Engine#IndieDev#Sponsored Article

How Grabbit 2 Simulates Physics Inside the Unity Editor

03 August 2026 - William Besnard spoke about Grabbit 2, a Unity Editor plugin for level design and set dressing, explaining how it works, the technical challenges, how collisions are handled, the lessons from Grabbit 1, and the five interactive modes.

#Feature#Unity

Breakdown: How to Make a Weapon Look Realistic and Eye-Catching

30 July 2026 - Andrew Stokaliuk spoke about how to create a realistic and detailed weapon, explaining how to tessellate the prop, why and how to separate the model into various texture sets, and detailing how to work on each set to achieve an appealing look.

#Feature#Props#Blender#Marmoset Toolbag#Substance 3D Painter
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AniShort Unifies Scriptwriting, Storyboarding & Video Generation in One Workflow

29 July 2026 - AniShort combines scripting, storyboards, character management, video generation, editing, and rendering into a single browser-based workflow, helping creators maintain asset consistency while reducing production time and eliminating constant tool switching.

#Feature#News#AI#3D Art#Sponsored Article

Staying Lean: How We Built the World's Biggest Social Deduction Game

24 July 2026 - Gaggle Studios reveals how they built a party gaming hit and what the game industry can learn from Goose Goose Duck's trajectory.

#Feature#GBI#Video Games#Business

Disgaea Mayhem: Shifting from Tactical RPG to Action RPG

24 July 2026 - The development team behind Disgaea Mayhem spoke about how they created the game, explaining how they adapted the franchise's mechanics and dynamics in an action RPG, and detailing how they managed to match the in-game models and animations with the character designs and the gameplay.

#Feature#Video Games#Game Development

Meshy Wants AI to Feel Less Like a Prompt and More Like a Creative Partner

21 July 2026 - Meshy's new 3D Agent brings conversational AI to 3D asset creation, helping game artists brainstorm, generate style-consistent assets, and export models directly into existing production pipelines.

#Feature#News#AI#3D Art#Sponsored Article

Indie Game Publishing: The 21k+ Game Problem

10 July 2026 - Andrew Naicker of Skystone Games has spent 14 years watching the "ship faster, market louder" playbook fail. Here's what he actually builds and what it takes to launch in 2026.

#Feature#GBI#Video Games#Game Development#IndieDev#Business

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