Interview
Making a Sci-Fi Fortress in Maya, Substance 3D Painter & Unreal Engine
Granger Martin shared the workflow behind the Thieves' Fortress for the Scrape-Goat project, talked about creating the right atmosphere with lighting and wind, and explained how Ringling College of Art and Design helped make the fortress.
Inworld AI: Building AI-Driven Virtual Characters
Inworld AI's Ilya Gelfenbeyn and Kylan Gibbs have told us about the tech behind their new developer platform for building AI-driven virtual characters, shared how to integrate their solution into games, and spoke about various use-cases for the platform.
Agora: Delivering Easy-to-Use SDKs and APIs for Developers & Creators
Agora's Hermes Frangoudis has told us how the company helps develop the metaverse, spoke about embedding real-time voice and video into games, and shared how to ingrate the company's solutions into game engines.
Recreating a Retro Radio in Maya, Substance 3D Painter & Marmoset Toolbag
Bruno Louis Ssekandi shared the workflow behind the Zenith Radio project, created for a term project at Vertex School, and showed how texturing different materials was done.
Kabam: Creating a Divergent Disney Universe for Mobile
Kabam's Mark Raham has told us about the concept of the upcoming mobile title Disney Mirrorverse, shared why the RPG style was chosen for the game, and spoke about the company's approach to teamwork.
The Development Process Behind Dying Light 2's Environments
Techland's Lead 3D Environment Artist Bartosz Januszkiewicz has told us about designing environments for Dying Light 2 Stay Human, spoke about the working process behind them, and explained how the levels were made intuitive.
Creating Landscape and Lighting for Narrative-Adventure Game Lake
Jonathan van Immerzeel talked about the work process behind Lake, a narrative-adventure game about a postal worker, explained how the landscape was made in World Creator 2, and shared what he learned while working on vegetation.
CRC Press: Publishing Game Design and Animation Books
CRC Press's Sean Connelly and Will Bateman told us about how the work at Taylor & Francis is organized, shared how the publishing group is finding new topics and authors, and spoke about their approach to publishing game dev books.
Creating a Robot Policeman in Maya, ZBrush & Substance 3D Painter
Rahul Bisht shared a small breakdown of the Robocop project, told us how the armor elements and micro details were created, and gave some tips to fellow Character Artists.