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.
Creating Hand-Painted Elf Character in 3D from Scratch Using Blender & Substance 3D Painter
07 July 2026 - Arturo Galván Soler shared with us the process behind creating a stylized 3D elf, discussing sculpting, hand-painted texturing, and animating using Blender, Substance 3D Painter, and Procreate.
From Prompt to Reality: How To Turn Your Idea Into a Physical 3D-Printed Collectible Using Hi3D
06 July 2026 - We took Hi3D's AI 3D maker platform for a spin to see if it could turn a simple text prompt into a fully assembled, print-ready Space Marine miniature. Here's how the whole process works.
How to Design Emotional Game Environments for Sky: Children of the Light
02 July 2026 - Flora Yu spoke about her contribution to the Sky: Children of the Light game, detailing how she uses environment design to communicate with players and explaining how she creates emotional and atmospheric spaces with lighting and color balance.
Testing 4 Free Mesh Simplification Tools
01 July 2026 - Lukáš Gallo shared with us the research he did in collaboration with Bohemia Interactive, explaining how he ran some performance tests on four open-source simplification tools, showing the different results of each one and the situations in which they can be used.
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.
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.
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.
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.
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.
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