Inside the Metrics That Actually Matter for Success on Steam as an Indie Dev
07 May 2026 - GEM Capital’s Roman and Kirill Gurskiy break down how investors evaluate Steam wishlists, demos, discoverability, and commercial potential in today’s crowded PC market.
Building a Procedural Destruction Pipeline with Houdini and Unreal Engine 5
06 May 2026 - Lea Seiler and Vishwaas Khare spoke with us about the workflow behind the Procedural Chaos Destruction Framework, explaining how they used Houdini to create a scalable and performant fracture logic, and discussing how they integrated various Unreal Engine systems.
Breakdown: Animating a First-Person Battle Against a Giant Warrior Bug
01 May 2026 - Alexander Zadorozhnyi shared how he animated the Warrior Bug Attack, detailing how the idea started, how he set up the scene by creating separate animations to blend them, and talking about some of the challenges of the camera's perspective.
How Okami-Style Traditional Sumi-e Art Brings this Action RPG to Life
01 May 2026 - Angga Afriadi Hanif spoke with us about Thousands Layered Blade: Reforged, explaining which software he has used to create the game, why he chose the traditional sumi-e style, and discussing the main mechanics and mini games.
Making of a Modular Gothic Environment with Procedural Systems, Trim Sheets, & Custom Shaders
30 April 2026 - Rustam Zhukov talked to us about the Hell Gates project, discussing how he built a modular Gothic environment using procedural systems, custom trim sheets, Substance 3D Designer materials, and lighting in Unreal Engine 5.
Building Mesh-Free Portal Bubbles in UE5 with Post-Process
29 April 2026 - Alina Ledeneva continued her research into frame synchronization between the gameplay camera and SceneCapture, with a project that leans more into the VFX direction.
How Rigsters Enables Scalable High-Fidelity 3D Asset Creation
28 April 2026 - Rigsters explains how automated capture pipelines are helping studios move beyond manual scanning bottlenecks and scale high-fidelity 3D asset production.
3D Environment & Prop Artist on Creating Different Environments & Props
27 April 2026 - Pablo Garcia shared a breakdown on the Viking Settlement and Mad Max V8 Interceptor Fan Art projects, talking about how he learned to use Substance 3D Designer to create the first one, and explaining how he achieved the worn look in the Mad Max fan art.
Elevating Gradient Texturing to a Standard Workflow in Blender
27 April 2026 - Rayen Bahri from Saved Pixel studio unpacks the gradient texturing technique, the friction of the manual process, and how turning that process into a single ecosystem makes it a robust pipeline standard for stylized 3D art.
Breakdown: Creating the Disco Light Effect for Lilo & Stitch
23 April 2026 - Jonathan Wai talked about the pipeline to create the disco light effect for the Lilo & Stitch live-action film, explaining how he used Nuke to create the light texture, and detailing how he animated the ball to make it look like it was spinning.
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