Harid Taşkın prepared a thorough breakdown of his latest UE4 scene Forsaken: a step-by-step approach to composition, storytelling, lighting, and more.
Jay Cummings wrote a detailed article about the production of his recent project Slaughterhouse made in UE4. Part 1 covered the pre-production phase, software used, blockout, asset modeling, materials, and foliage. In Part 2, Jay discusses his approach to photogrammetry, lighting, post-processing, effects and additional materials included in the appendix.
Joey de Vries did a detailed breakdown of his Indy's Classroom made with Unity's HDPR, Blender, ZBrush, and Substance Painter.
Lucian Stroiny did a breakdown of his UE4 environment Old Classroom: modeling, procedural bookshelves, materials, lighting.
Josh Harrison talked about his time at Gnomon and his Vanguard project: VFX, lighting, working with Houdini & Megascans, and more.
Jordan Thomas from the Question team introduced their new game The Blackout Club, a co-op horror that will fully launch on on July 30th.
Andrew Alexandrov did a breakdown of his project Silent Knights with a reach storyline behind it and talked about level, Hero prop, material, and lighting production.
Dominique Buttiens gave a talk on his lighting experiments in UE4 and shared a few recommendations for those who want to get into game art.
Răzvan T. Cristea showed how he uses Houdini to create completely customizable buildings, assets, and props.
80 Level RelaunchedTo be honest, the previous version of the site was definitely clearer...·
80 Level RelaunchedWhat I really liked about the previous design was how I could see at a...·
80 Level RelaunchedVery sad. The previous design was more understandable and clean. I don...·
80 Level RelaunchedI still like the old design.
In the previous version of the page ca...·
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