Rain Games On Indie Dev & How the Story of Teslagrad 2 Began
Rain Games' CEO Peter Wingaard Meldahl told us about the rewards and challenges of creating games independently, spoke about the origins of the Teslagrad series, and discussed Teslagrad 2's mechanics and the importance of visual storytelling.
New World Interactive on Its Work Processes & Strategies for Avoiding Burnout
New World Interactive's Communications Director Astrid Rosemarin spoke about the studio's working organization, explained how they welcome beginners to the team, and shared some tips for avoiding burnout.
Recreating Chris Pratt as Marvel's Star-Lord with Blender, ZBrush & Substance 3D Painter
Fan Zhang shared the workflow behind the Star-Lord project, explained the texturing process, and talked about achieving a character's likeness.
Making a Plague Tale-Inspired Environment With Unreal Engine 5
3D Environment Artist Vivek Kumar Thakur has shared a short breakdown explaining how the Plague Tale-inspired scene was made using Maya, Substance 3D Painter, ZBrush, and Unreal Engine 5.
Setting Up a Calming 3D Forest Scene With Blender & UE5
Ray Vanderhaegen explained the modeling and texturing workflows behind the Finnish Serenity project, showed how the vegetation was set up, and discussed the rendering process in Unreal Engine 5.
CoasterMania: Developing a Rollercoaster Simulator for VR
Stephen Rogers told us about the birth of CoasterMania, spoke about the challenges of VR game development, and discussed the game's building mechanics and the first-person and Passthrough modes.
A Deep Dive Into Speech Graphics' Facial Animation Solutions
Co-Founder and CTO of Speech Graphics Michael Berger told us about the company's history, discussed how their facial animation solutions SGX and SG Com work, and explained why AAA game developers use the solutions for their projects.
Menhir FX's Work Organization & Production Pipeline
Simon Tarsiguel, a Co-Founder of Menhir FX, talked about the studio's working process, spoke about their production pipeline and software they used, and explained how to work with new clients.
Rise of Fox Hero: Developing a 3D Platformer with Fun Combat and Puzzle Elements
Josep Monzonís discussed how he stays motivated while balancing his full-time job and game development, spoke about Rise of Fox Hero's combat and puzzle mechanics, and gave advice to aspiring indie developers.
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