Interview: Crimson Moon is a Dark Fantasy Co-Op Soulslike Revitalizing the AA Market
03 September 2026 - ProbablyMonsters CMO David Reid explains Crimson Moon’s focused AA strategy, $19.99 pricing, self-publishing model, solo and co-op design, audience validation, and the opportunity between indie development and blockbuster AAA production.
How Agents 404 Devs Created a Prototype and Gained 120K Wishlists in Two Months
03 September 2026 - PlayHero Founder Anton Slashcev explains how Bezi helped his team prototype Agents 404 in one month, why core systems remain protected, and where human technical expertise is still essential.
Creating 3D Scene of Decaying Orthodox Church in Swamp
03 September 2026 - Nicolas Pablos discussed the workflow behind the Cult of the Tsar Fish project, explaining what inspired the scene, how he used a detailed sculpt-to-texture pipeline with ZBrush and Substance 3D Designer, and detailing how he built layered swamp vegetation from scratch.
Building a Creepy 3D Fantasy Environment Inspired by Greek Mythology
02 September 2026 - Helena Hansen took us through the creation of the Blighted Harbour project, an atmospheric fantasy scene based on the River Styx and made as her first Blender project.
Turning a 2D Illustration into a 3D Environment with a Hand-Painted Look
01 September 2026 - Shuming Zhang spoke about creating The WoodLand Pizzeria, covering his experiments with seasons and times of day and his exploration of procedural workflows to recreate the feel of hand-painted artwork.
Solo Dev on Making a Hand-Painted Hard Sci-Fi Adventure in Godot
01 September 2026 - Nikita Nplus1 discussed Mayak, a hand-drawn sci-fi adventure game, covering its gameplay, the creative process behind its art style, and his approach to self-marketing.
Interview: New Indie Game Uses Local AI Model Trained on Studio's Own Artists
31 August 2026 - Studio Atelico explains what it learned from building more than 10 game prototypes, including the need for authored constraints, on-device inference, statistical testing, artist consent, and closer collaboration between creative and technical teams.
How to Sculpt and Texture a 3D Fighter Character with ZBrush and Substance 3D
31 August 2026 - Josh Linao spoke about creating Iron Mitchell, a character inspired by fighting games like Mortal Kombat but with his own twist, and shared how he used Mike Tyson as a reference when sculpting the face.
Interview: How Mistfall Hunter Blends Soulslike Combat with Dark Fantasy RPG Extraction Mechanics
28 August 2026 - Bellring Games discusses combining Dark Souls-style action combat with Arc Raiders-like extraction tension, creating a ruined Nordic aesthetic, maintaining PvPvE readability, and responding to more than one million players.
How Tripo Is Tackling Clean Topology for its 3D Asset Pipeline
28 August 2026 - Tripo Co-Founder and Chief Scientist Dr. Yanpei Cao discusses Smart Mesh, generating usable topology in seconds, giving artists more control over generated assets, Gaussian Splats, production-ready 3D, and the shift from individual asset generation toward complete interactive worlds.
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