Cliff Bleszinski Knows What Went Wrong
17 July 2026 - In his first in-depth interview in years, Cliff Bleszinski divulges his deepest and most honest reflection on what exactly killed Boss Key. He discusses the publishing deal that was too favorable, the wrong console choice, and even the co-founder he turned down. And now, he's planning a comeback.
What 15 Years of Game Partnerships Taught Me
17 July 2026 - After 15 years and 170M downloads of Magic Jigsaw Puzzles, ZiMAD's Chief BD Officer shares how to protect player trust and lead through fast change.
Breakdown: Turning 2D Concept Art Into a Fantasy 3D Village Scene
17 July 2026 - Laney Desroches broke down the creation of The Secret Village, explaining every step of the process, from creating the mountains and modeling the church to placing foliage, lighting the scene, and compositing the final render for a natural look.
How to Create a Real-Time Character Inspired by Dishonored
17 July 2026 - Fransiscus Luis spoke about the Silas Rook project, explaining that he wanted to experiment with exaggerated, angular facial features and realistic texturing, and discussing how he created the dreadlocks with a natural flow and volume.
Creating a Game-Ready Cannon in an Arcane-Inspired Style
16 July 2026 - Arkady Nabirenkov broke down the workflow behind his Toxic Cannon project, explaining how he created an Arcane-inspired asset within a real-time game production pipeline and used the Diffuse map to achieve the show's signature style.
Interview: How Denshattack! Blends Tony Hawk & Jet Set Radio With Trains
15 July 2026 - The developers of Denshattack! discuss building expressive train movement, designing high-speed Tony Hawk-style gameplay, creating a cel-shaded Jet Set vision of Japan, and developing one of gaming's most original concepts.
Turning a Girl's Photograph Into a Stunning Hyperrealistic 3D Portrait
15 July 2026 - Lionel Verlinden discussed how he used Sefki Ibrahim's course to create a hyperrealistic real-time character based on a real-life photo, sharing his approach to capturing an Afro hairstyle wrapped in a turban.
Sculpting Character Armor with Human Face Motifs
14 July 2026 - Lana Makhsudyan discussed the workflow behind Azreal, the Angel of Death, explaining everything from sculpting the character's scarred face and designing the wing and armor to integrating it into Unreal Engine and utilizing the MetaHuman pipeline.
How to Craft a Gentle Tree-Like Quadruped Creature
13 July 2026 - Michelle Papadopoulos broke down the creation process behind the Livanthian, from the original idea that began a decade ago to the hand-painted techniques she used to texture its wood and leaves.
Building Captain Itch: Designing a Character-Led CGI Campaign with Unreal Engine
13 July 2026 - Antonio Milo, Director at SuperBlimp, discussed the workflow behind Captain Itch, a freeloading parasite who moves into your home and refuses to leave, which was part of a campaign for Elanco's Advantage Spot On flea treatment.
Subscribe to newsletter
Don't miss our weekly newsletter
Partners
Become a partner