Vladislav Yakovlev explained how he structures his work when creating purchasable assets for UE4 users.
Pavel Efremov shared the story of creating a small non-commercial shooter game in the Rick and Morty universe using Makey Makey, Unity, OpenCV, and a banana.
The team of Fermata Music & Sound, a professional audio company, talked about the way they work on music and SFX for games and films.
Far From Home studio team talked about their new IP Project Oxygen, the current state of Polish video game market, and the main hurdles new studios usually face when working on a new project.
Firas Hosn, AI Game Programmer and Mentor at CG Spectrum, shares his experience of working on games in large teams and self-aware AI development as well as gives his tips to those who want to join Ubisoft's technical team.
Xiaoya Zhao, an experienced CG and VFX Artist who has worked in both industries, compared general pipelines and lighting workflows used in AAA video games and VFX commercials.
It's time for our monthly indie games digest! A couple of Metroidvanias in development and four independent projects that participate in this year's UE4 Dev Contest held by Disgusting Men and Epic Games.
Bill Munk, Game Director at Tripwire Interactive, shared the story behind Maneater: open-world and underwater lighting, shark design, blood VFX above and in water, fish behavior controlled by the LODs system, and more.
We're taking you on a journey through game interfaces of the past and present: from Spacewar! and Pong to Shadows of Tomb Raider and Detroit: Become Human, see how games' UI evolves and changes and what the future might hold for us.
Weapon Art Tips: High Poly, UVs, TexturingThank you.·
Studying Brutalist Architecture and Lighting in UE4So much amazing content here. Thank you. Before Deakins, my favorite D...·
Tutorial: Ocean Shader with Gerstner WavesHey man, awesome write up... just one observation... you use w = 2*pi/...·
Recreating Wolfenstein Submarines in UE4Very interesting, Thank you!·
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