Features
Latest Features

By Alan Wen Published
A Brighton studio of Northerners, a 25-hour RPG and a free game engine. It’s set in 2002, so nobody has a smartphone.

By Ian Dean Published
Blizzard’s artists and engineers explain how volumetric fog, moonlit forests and flowing rivers will make the original Azeroth feel as players remember it.

By Beth Nicholls, Paul Hatton last updated
Create models from real life objects with best 3D scanners.

By Daniel John, Joe Foley last updated
These examples serve as lessons to us all.

By Ian Dean Published
The art team behind Order of the Sinking Star shares how Disney and Ghibli influenced the visuals and why a good-looking puzzle game must be clear first.

By Natalie Fear Published
The award-winning production designer discusses pet peeves and imposter syndrome.

By Natalie Fear Published
Mother Design’s Jo Tulej discusses the team’s unconventional approach to design.

By Natalie Fear Published
Christopher Glass shares his industry insight for the next generation of creatives.
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