The Making of Mixtape: How The Devs Synchronized Gameplay, Animation & Music
30 July 2026 - The Mixtape developers discuss Unreal Engine 5, MetaSounds, animation layering, cinematics, gameplay systems, and building an interactive experience driven entirely by licensed music.
This Arcane-Style Short Animated Film Will Leave You Intrigued
29 July 2026 - It took five years to finish.
Breakdown: Creating a Star Wars-Inspired Arabian-Style 3D Scene with Sci-Fi Elements
29 July 2026 - Matvey Meleshko discussed the workflow behind the Ember Bazaar, talking about how he was inspired by Star Wars, how he created the canopies with Marvelous Designer, and explaining how he made the materials look more realistic.
Hidden Blade Finishing Move In Assassin's Creed-Style UE5 Demo
28 July 2026 - Saba Danelia shared his new project.
How to Sculpt and Texture Props and Foliage for a Stylized 3D Scene
24 July 2026 - Sam Ailura spoke about the workflow behind the Cabin in the Woods project, explaining how she modeled each piece individually to assemble them, how she sculpted stylized props for the first time, and detailing how she managed to make the trees look fluffy and cute.
Get Over 370 Scanned PBR Materials In One Bundle
24 July 2026 - Available for a limited time with 96% off.
Mega Man-Style Beam VFX Recreated In Unreal Engine 5
24 July 2026 - Gregory Silva also added a nice CRT effect.
From Concept Art to UE5: Building a Stylized Catalonia-Inspired Town
24 July 2026 - Tai Le discussed the creation process behind the Stylized Catalonia Town, explaining how he made six initial concepts to define the direction of the environment and detailing how he made architecture kits in small, medium, and large sizes to create the building sections more easily.
Breakdown: How to Create an Optimized and Realistic Crystal Material
22 July 2026 - Anastasia Gorban discussed the workflow behind the Crystal Realms project, detailing the material's structure step-by-step, like how to achieve the look of the inside of the crystal using layers, how to get the iridescence in some stones, and how to texture them, adding fine scratches.
Creating a Procedural Waterfalls Tool for the Game HAWKED
22 July 2026 - Serge Filin talked about the creation process behind the procedural waterfalls tool for HAWKED, explaining what the purpose of the project was and detailing how he solved the challenge of translating 2D concept art into a dynamic real-time material.
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