Making Of PETRACAL: Crawling Simulator Inspired By Cave Exploration Videos
25 February 2026 - FeralSquid told us how it created PETRACAL, a game where you crawl through caves and draw your own map, discussing its immersive design and sharing tips for developers.
Creating Old Detective Character In 3D With Subtle Storytelling
24 February 2026 - Quentin Casse joined us to discuss his process behind creating an elderly detective inspired by L.A. Noire, showing how shapes and textures help tell the character's story.
Creating Aged Weapon with Realistic Texturing Using ZBrush & Substance 3D
24 February 2026 - Lyubov Vasileva talked to us about the GM-94 project, discussing creating a 3D model of a weathered weapon with a focus on realistic texturing using ZBrush, Plasticity, Substance 3D Painter, and Marvelous Designer.
How Oxide Games is Making a 'Next-Gen' RTS with Ashes of the Singularity II
23 February 2026 - This upcoming "massive scale" RTS features thousands of units on-screen and sprawling battlefields.
Creating an Environment to Capture the Atmosphere of the Back Alleys of Vietnam
23 February 2026 - Lenz Monath shared the process behind the Saigon Alley project, talking about what inspired the scene and how he built it with artistic authenticity and technical freedom, showing the essence of a hẻm.
Breakdown: Creating a Game-Ready Retro-Futuristic Anomaly Detector
23 February 2026 - David MK shared the workflow behind the Anomaly Detector project, talking about how he organized the references, analyzed the concept, and built the detector with the purpose of showing a story.
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.
Indie Studio Co-Lead Discusses Creating a Game & How to Stay Competitive
19 February 2026 - Patrick McAvena, the President of an indie development studio Moving Pieces Interactive talked to us about the studio's philosophy, creating and distributing its title Shoulders of Giants, and how it approaches development to stay competitive in the market.
How to Sculpt an Expressive and Realistic Character with ZBrush
18 February 2026 - Emanuel Molina talked about the process behind the Ash & Silence character, explaining how he sculpted the facial aspects of the character, focusing on the expression and the mood.
Building a Scene of an Abandoned Tree House Taken by Nature
17 February 2026 - Connor Brandenburger talked about the A Sanctuary Without Its Keeper project, explaining how he started to build the scene, how he modeled the structure, and how he created the foliage.
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