Marek Markuszewski, CEO & Project Lead at Starward Industries, shared the story of developing The Invincible, a sci-fi game based on the novel by S. Lem.
The NEARGA team shared their experience of developing VoidTrain, an indie open-world adventure with action and survival elements where the players will travel on their personal interdimensional train.
The team of Fermata Music & Sound, a professional audio company, talked about the way they work on music and SFX for games and films.
Hector Sanz D'Ors and his colleagues from MercurySteam talked about the production of Kuzman Mech, one of the huge bosses in the game Spacelords.
Check out 6 packs for futuristic, cyberpunk world production with skyscrapers, towers, spaceships, and urban scene details from Kitbash.
Bill Munk, Game Director at Tripwire Interactive, shared the story behind Maneater: open-world and underwater lighting, shark design, blood VFX above and in water, fish behavior controlled by the LODs system, and more.
We're taking you on a journey through game interfaces of the past and present: from Spacewar! and Pong to Shadows of Tomb Raider and Detroit: Become Human, see how games' UI evolves and changes and what the future might hold for us.
Alex Yaremchuk, the Co-Founder and Art Director of ArtSource, talked about the production of their game Red Rust: game design, character creation and animation, and more.
Tony Arechiga talked about the production of stunning terrains and backgrounds for the game Disintegration developed by V1 Interactive.
Digital Clay Essentials Toolkit For ZBrushThanks for featuring this! Feel free to fire away your questions about...·
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Tutorial: Ocean Shader with Gerstner WavesHey man, awesome write up... just one observation... you use w = 2*pi/...·
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