From Concept Art to UE5: Building a Stylized Catalonia-Inspired Town
24 July 2026 - Tai Le discussed the creation process behind the Stylized Catalonia Town, explaining how he made six initial concepts to define the direction of the environment and detailing how he made architecture kits in small, medium, and large sizes to create the building sections more easily.
How Tides of Tomorrow's Story-Link System Lets Players Shape Each Other's Stories
23 July 2026 - DigixArt breaks down Tides of Tomorrow's innovative Story-Link mechanic, explaining how Unreal Engine 5, state machines, Blueprint systems, Houdini pipelines, and asynchronous multiplayer combine to let players directly influence one another's narrative experience.
Breakdown: How to Create an Optimized and Realistic Crystal Material
22 July 2026 - Anastasia Gorban discussed the workflow behind the Crystal Realms project, detailing the material's structure step-by-step, like how to achieve the look of the inside of the crystal using layers, how to get the iridescence in some stones, and how to texture them, adding fine scratches.
Creating a Procedural Waterfalls Tool for the Game HAWKED
22 July 2026 - Serge Filin talked about the creation process behind the procedural waterfalls tool for HAWKED, explaining what the purpose of the project was and detailing how he solved the challenge of translating 2D concept art into a dynamic real-time material.
How to Turn a 2D Concept Into a Colorful and Lively 3D Environment
21 July 2026 - Anastasiia Manaeva discussed the workflow behind the Matsuri project, explaining how she studied references of traditional Japanese festival floats to make a believable scene and detailing how she achieved the lively atmosphere without adding people.
Behind the Development of Hand-Drawn Strategy Game Don't Kill Them All
21 July 2026 - Vincent Rochette, Creative Director at Fika Productions, talked to us about developing the Unity-powered strategy game Don't Kill Them All, where you manage an army of orcs and temper their brutality to protect resources. He shares how Cult of the Lamb and Into the Breach inspired the game and details the technical work behind its mechanics and hand-drawn 2.5D art style.
Interview: The Past and Future of Sonic According to Sega Devs
21 July 2026 - From Sonic Adventure 2 to Sonic Racing: CrossWorlds and the upcoming Pico Park collaboration, Sonic Team head Takashi Iizuka and Pico Park creator Shintaro Shimazu discuss why Sonic has remained one of gaming's most enduring icons for more than three decades.
Interview: Understanding 3D Art Lighting Through Landscape Painting
20 July 2026 - Mohamed Abdelbaki spoke about how landscape painting has influenced his 3D art, explaining how he paints outdoors, focusing on composition, light values, color, edges, and details, and discussing how he replicates real-life lighting in environment art using ray tracing.
Interview: MMO Pioneer Raph Koster on Stars Reach and the Future of Sandbox Game Design
20 July 2026 - Ultima Online lead designer and Star Wars Galaxies creative director, Raph Koster, discusses building Stars Reach, cloud-native MMO technology, persistent worlds, ecosystem simulation, player-driven economies, and why sandbox MMOs are ready for a comeback.
Assemble Entertainment on Indie Publishing, Steam, & Finding Success in 2026
20 July 2026 - Assemble Entertainment discusses the realities of indie publishing in 2026, why discoverability has never been harder, the future of narrative games, Steam strategy, self-publishing, and what modern developers should expect from a publishing partner.
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