Interview
See How to Set Up Garden Generator in Unreal Engine 5
Matthias Pressler explained how Unreal Engine's PCG framework helped him create the procedural garden generator and showed us the role packed level instances had in the project.
Art & Music Of Club Penguin: A Look Behind The Scenes
The first Club Penguin Artist Chris Hendricks told us about the history behind its art style and soundtrack, his YouTube career, and the reaction to the once-popular game's discontinuation.
Axis Studios' Head of Characters on What Makes a Character Good
Amy Ash talked about what makes a character good and shared tips on skills beginners should focus on.
A Glimpse Into the Working Culture and Recruiting Process at GeoTech
The GeoTech team talked about burnout, provided an overview of its educational system, highlighted the importance of continuous learning and professional development, and explained what it looks for in new specialists.
Ian Smith on Becoming an Artist & Houdini's New Project Pegasus
CG Supervisor Ian Smith told us about becoming a Digital Artist, explained how he learned Houdini, and spoke about SideFX's new procedural UE5-powered environment Project Pegasus.
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Look How You Can Set Up Underwater Lighting in Unreal Engine 5
Stef Bracke talked about the Azurean Depths project, sharing how the underwater environment was created with Unreal Engine's PCG and detailing the creation process behind caustics, lighting, and post-process stages.
Autograph by Left Angle: Empowering Creativity in Motion Design and VFX
Left Angle's CEO Alexandre Gauthier-Foichat told us about the development journey behind the company's software Autograph, discussed its role in streamlining motion design and VFX workflows, and shared how users can benefit from its customization options to enhance their creative processes.
How to Make Tool Kit with History Using ZBrush & Substance 3D Painter
Huangyulong showed us the steps behind the Combination Tool Kit creation, demonstrated how they reflected its history with texture painting, and explained the work on the wood.
Creating a Horror FPS With Bleeding Cardboard & a Weaponized Pencil in Unity
Sasha Shipulin talked about PAPERHEAD, sharing the idea behind the game's creation and sources of inspiration, detailing gameplay mechanics, and giving some tips for beginner game developers.