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.
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.
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.
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.
Software Engineer on Cross-Platform Rendering for AAA Titles
19 May 2026 - Jennifer Liao spoke with us about her contribution as a Software Engineer in the video game industry, focusing on Forza Horizon 5 and explaining how she improves rendering stability and ensures consistent visual quality across different hardware environments.
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.
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