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Hidden Design Decisions Behind Believable Open-World Cities

16 October 2026 - Veteran World Designer Nathan Cheever explains how pathways, landmarks, infrastructure, world states, rapid prototyping, and over 30 major layout iterations shaped Mafia 3’s New Bordeaux.

#Interviews#Video Games#Game Development#Level Design

How Brigador Killers Makes Blowing Up Buildings Part of the Strategy

15 October 2026 - Stellar Jockeys explains how Brigador Killers combines bullet penetration, systemic building collapse, reactive physics, readable VFX, and a Blender-based sprite pipeline.

#Interviews#Blender#Environment Art#Video Games#Level Design#Substance 3D Painter

Veteran Game World Designer Explains Why Bigger Game Worlds Aren’t Always Better

06 October 2026 - Veteran World Designer Nathan Cheever explains how traversal speed, encounter density, reusable spaces, and production resources determine how large a game world should actually be.

#Interviews#Video Games#Game Development#Level Design

Interview: Building a Wuxia Sandbox RPG With Up to 10,000 Dynamic NPCs

24 August 2026 - ConchShip Games explains how The Scroll of Taiwu combines up to 10,000 dynamic NPCs, 700+ martial arts skills, generational storytelling, Chinese culture, and systemic sandbox RPG design.

#Interviews#Video Games#Game Development#IndieDev#Level Design

BeastLink Devs Detail the Tech Behind Its Massive Kaiju Destruction with Millions of Dynamic Pieces

11 May 2026 - The team behind BeastLink breaks down its proprietary SuperDestruction technology, including procedural city generation, synchronized multiplayer physics, and UE5 modifications powering large-scale kaiju destruction.

#Interviews#Unreal Engine#Video Games#Game Development#Houdini#Level Design
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Resident Evil Director Explained How Simple Tricks Made Corners Work on PS1

07 December 2025 - Hideki Kamiya explained how simple camera and lighting adjustments solved early Resident Evil’s corner visibility issues.

#News#Level Design

Creating Grail: Colorful Mini-Golf Park, Winner of Counter-Strike 2 Map Contest

09 September 2025 - Bartlomiej Guzek, Radu Tanasie, and Florian Wagner shared how they created Grail, a mini-golf park-themed map that won the Mapcore Big Adventures Mapping Contest, explaining how the bright textures were created in Substance 3D Designer and how group effort helped shape the tentacles.

#Environment Art#Interviews#Blender#Video Games#Game Development#Level Design#ZBrush#Substance 3D Designer#Substance 3D Painter

Max Pears Talks His Artistic Journey, Career Highlights & the Gaming Industry

02 April 2025 - Level Designer Max Pears joins 80 Level's 10th anniversary celebration, diving into his artistic journey and sharing a heartwarming moment he views as the highlight of his career.

#News#Game Development#Level Design

Creating a Game Level with Dark Underground Tunnel in UE5

30 August 2024 - Yurii Hrebenko showed us the workflow behind his project Departure, which is Part 4 of his game inspired by Resident Evil and Alan Wake, explaining how he created detailed terrain and lifelike foliage and lighting in Unreal Engine 5.

#Environment Art#Interviews#Blender#Unreal Engine#Level Design#Quixel

Workflow For Creating a Low Poly Western World Game in Unity

15 March 2024 - Ivo J. has shared a comprehensive workflow of Rzberry, a cartoonish action-adventure Low Poly Western World game, focusing on level design, composition, asset workflow, and lighting. 

#Gamedev#Interviews#Game Development#Level Design#Unity

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