Branislav Grujic and Daniel Ebanks shared a handful of technical details and their approach to art in the game project TANKHEAD.
Simon Trümpler discussed the fountains in GTA V and revealed some techniques for its production for games.
Today we'll look at some of the design rules used for the production of Hearthstone.
Erasmus Brosdau, CEO and Director at Black Amber Digital, talked about the creative process of designing their own unique IP Zenobia, character animation, use of ray-tracing technology, target hardware, optimization, and more.
Ludomotion Team, the developers of Unexplored 2, briefly talked about the art style of their indie title, the way they control the colors of the shadows, and level generation.
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Sirvo Studios Team shared the production details behind their mobile game Guildlings currently available on Apple Arcade: mixing 2D and 3D, combat system, animation, and more.
This post is dedicated to brave developers and small independent teams creating custom technological solutions for game development.
Robert Kurvitz, the lead designer and writer of Disco Elysium, talked about the team's approach to game production and the game's UI design.
Tutorial: Types of Normal Maps & Common Problems!CAREFUL!
1. Bake your final normal map at double resolution and th...·
80 Level RelaunchedHello,
The previous layout was very efficient: at a single glance w...·
80 Level RelaunchedThis new layout...Its not... Good.·
80 Level RelaunchedGreat styling with the colours & theme! But it's let down by...·
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