Riccardo Morgia discussed the way he creates and paints facial elements, how he creates clothes and models accessories for his character.
Peter Dimitrov came back with the breakdown of his stunning work, The Neon Graveyard, and shared some tips on mimicking the neon light.
Andreas Lohse prepared a breakdown of his recent environment Hideout and talked in detail about the production of numerous assets, quick texturing, and camera settings in UE4.
Andrew Lund made a huge breakdown on his recent project, Winter Street Scene, and shared some organizational tips.
Andrei Zelenco shared a rather unique way of using Substance Designer for procedural garden design.
Florian Gelzenleuchter shared his workflow on recreating water shader for Zelda: Breath of the Wild fan project The Bells’ Arietta.
Andrii ‘Zelfit’ Mykhailov talked about the challenges he faced in game design and shared tips and tricks on recreating aged materials.
Yi Xuan Zhou talked about his experience in working on big projects and shared his workflow behind the Warlock’s Hut project.
Charlotte Baglioni talked about her recent made at Game Art Institute and shared some tips on mimicking leather materials.
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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