GTA 6: What We Know About the Art Direction So Far
Rockstar's upcoming release is shaping up to redefine open-world visuals. We break down the leaked and official footage to analyze lighting, character art, and environment density.
Rockstar's upcoming release is shaping up to redefine open-world visuals. We break down the leaked and official footage to analyze lighting, character art, and environment density.
Forget the hype. Here are the AI tools that real studios are using in production right now, from texture upscaling to NPC behavior trees.

Epic shipped UE 5.5 with massive Nanite improvements, new PCG tools, and a revamped foliage system. Here is what matters for your workflow.
Moving to Europe as a creative professional is a structured legal path. We break down the Global Talent Visa (UK), Talent Passport (France), and more.

Your essential cheatsheet for the new Blender 5.0 interface. Master navigation, essential hotkeys, and the new modeling tools instantly.

A complete guide to creating accessories for Roblox. We cover vertex limits, verification, layering clothing, and how to optimize geometry.

Programmable rasterizer, overdraw mitigation, and 60fps forests. We break down the "Matrix Awakens" workflow for dense environments.

A cozy stylized farm environment from the game Seeker of the Ancients. Focus on vegetation density, warm lighting, and modular building construction in Unreal Engine 5.

Gateway to the fire realm in Seeker of the Ancients. Breakdown of monumental gate architecture and the hybrid workflow used to create it.

Capcom's latest release showcases stunning creature design, dynamic ecosystems, and material work that sets a new standard for action RPGs.
Games are shipping with AI-driven characters that remember, react, and improvise. We look at how this changes world building and what artists should know.
From hand-painted worlds to voxel masterpieces, these indie games proved that art direction beats polygon count every time.

A stylized fantasy forest built for Seeker of the Ancients. Breakdown of mood targets, foliage workflow, and lighting decisions that shape exploration.

Underground organic sculpting for Seeker of the Ancients. Rock formation workflows in ZBrush and creating emissive crystal shaders.

Hard surface modeling for Seeker of the Ancients. Baking clean normal maps for metal surfaces and heat emission effects.

A technical deep dive into creating lava for the Fire Dungeon Gate: Houdini flow fields, Substance Designer lava materials, and a production-ready Unreal shader.

AI is not killing procedural art, as its much more flexible rather then AI, but AI could give a good research/reference base for future art development.
You made the model, now make it move. A gentle introduction to scripting interactivity in Roblox Studio for visual artists who hate code.
Everything you need to start stylized game art in Blender — a clean workflow, shortcuts, mini exercises, and references.
Top creators are earning $38M+ a year. We break down the new Roblox payout report: "Kid's Game, Grown-up Money".

Learn the "blockout first" approach used by character artists at Blizzard. Focus on silhouette, large shapes, and readable details.

A complete breakdown of the Death Knight character creation process for Seeker of the Ancients, from concept to final render in Marmoset Toolbag.
How to combine 3D models with 2D hand-drawn animation effects to achieve that painterly "Arcane" look in Blender.