Inside the Studio at thatgamecompany: An In-Depth Interview with Studio Art Director, Cecil Kim
27 March 2026 - Cecil Kim, Studio Art Director at Thatgamecompany, shares insights on art direction, pipelines, and why games need meaning beyond mechanics.
Inside Capsule Studio: Crafting Premium Game Trailers & Cinematics
19 March 2026 - Capsule Studio talked about their process of creating visual content, sharing their thoughts about the changes in VFX and CGI during the last few years, explaining some of the projects they have worked on, and detailing how they create the animations with quality and realistic characters.
Resident Evil: Requiem Shows the Full Potential of Capcom’s RE Engine
25 February 2026 - After playing Resident Evil: Requiem, it’s clear that the developers at Capcom are at the very top of their game right now.
Creating a City Builder and Crafting Game with a Cut-Out Paper-Style
19 February 2026 - David Ferriz, one of the founders of DevilishGames, talked about the Cutout Village game, sharing what inspired the design and explaining the development process.
Setting Up Destructuible Cars for Steel Hunters PvPvE Shooter
05 February 2026 - Art Director Anton Zheludev shared how car destruction was done for Steel Hunters, a PvPvE shooter featuring futuristic mech battles, and explained how the team customized the vehicle material system.
How to Create a Monster Collector Game with Farming Elements
02 February 2026 - Alexander Walter explained how he created the game Bloomies, talking about the inspiration, what it is about, some of the elements in it, and how it works as a desktop game.
This Warping 3D Portal Made for Game Is Actually Illusion
09 December 2025 - Juancho Abad shows that "gamedev is a lie."
From Pixel Scenes to One-Shot Cameras: The Evolution of Game Cinematics
09 December 2025 - Dmitrii Evdokimov has offered a comprehensive breakdown of the evolution of in-game cinematics, walking us through their history from Final Fantasy and Alone in the Dark to modern games and outlining the techniques used in each period.
How a Solo Developer Reinvented a 2D Shooter Formula
08 December 2025 - Justin Wilkin, founder of Wilkin Games, joined us to talk about Deadswitch Combat, its gameplay mechanics, the development process, and the sources of inspiration behind the series.
Level Design Tips For Placing Vegetation In Fast-Paced Multiplayer Shooters
12 November 2025 - Check out the guidelines from Vadzim Khadanovich.
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