Morteshka Team briefly talked about the production of levels for their new game Black Book, a deck-building RPG based on Slavic mythology.
Kalyson shared a procedural approach to creating game textures using Substance Designer.
The team of CG Spectrum, an Online Animation, VFX, Concept Art and Game Design School, shared an insight into their Game Design Diploma course and discussed 7 essential steps of designing a video game.
White Noise Team talked about their new indie title in development Twin Soul, a survival horror game set in an apartment block of a typical post-Soviet provincial town somewhere in Eastern Europe.
Artists Chris Carney and Steve Cotton talked about their work on the maps for the second and third Halo games and discussed the solutions they found for the design.
Stas Shostak and Alexander Sitnikov shared their experience of developing Katana Kata, an indie game released on Steam in Early Access.
Nikola Damjanov shared his team’s approach to Achievement Badges in the game using the Substance Designer PBR Render Node. Check it out!
Sarah Wang, Senior Environment Artist at Respawn Entertainment, shared some details about the production of game content and level design for AAA titles such as Star Wars Jedi: Fallen Order™.
Branislav Grujic and Daniel Ebanks shared a handful of technical details and their approach to art in the game project TANKHEAD.
An Insight into Game Environment Production at WargamingInspires, very interesting!·
An Insight into Game Environment Production at WargamingVery interesting information, thanks for sharing!)·
Sci-Fi Hard-Surface Workflow and Custom Tools for Substance DesignerFantastic article, Matthias! Loved it!·
Best Indie Games in 2020: May ListCareful it's not TimeLine but TimeLie...·
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