Interview

Creating Organic and Man-Made Assets for Assassin’s Creed Valhalla

Petar Zvezdanov from Ubisoft shared his experience of working on Assassin’s Creed Valhalla from home and talked about the production of asset kits, ornaments, and bark material for the game.

Author

Petar Zvezdanov

Published on

Dec 02, 2020

How Ubisoft La Forge Integrates Machine Learning into Game Production

Yves Jacquier, Executive Director of Production Services Studios at Ubisoft Montreal, discussed their mission at Ubisoft La Forge, a unique R&D lab where researchers and game developers push the envelope and implement new technologies in production.

Author

Yves Jacquier

Published on

Dec 02, 2020

Creating an Old British Building Facade in Substance Designer

Lars Bouaraba shared the workflow for his latest procedural material Old British Building Facade: generating bricks, window arches and windows with the dirt effect, elevated elements, and more.

Author

Lars Bouaraba

Published on

Dec 01, 2020

Building a Victorian Manor: Modular Elements, Texel Density, Lighting

Maxime Renault did a breakdown of his UE4 project Victorian Manor: importing models into the engine, creating paintings, assembling the scene, setting up lighting, and more.

Author

Maxime Renault

Published on

Dec 01, 2020

A Talk with PlaySys: Digital World and Its Social Image Are Changing

Luca Deriu, Founder of PlaySys, talked about their studio and his approach to projects as lead developer, how the image of the digital world and video games is changing in society, and in what way their team and industry in general were affected by COVID.

Author

Luca Deriu

Published on

Nov 27, 2020

A Cycle of Violence: Composition and Mood in an Organic Environment

Daniel Hinckley talked about his education, work with vegetation and references for vegetation, and the process of creating A Cycle of Violence, a UE4 scene inspired by The Last of Us: Part 2.

Author

Daniel Hinckley

Published on

Nov 27, 2020

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