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Take a Look at Procedural Ivy in This Dreamlike 3D Scene
3D Artist Nick Carver, known for his outstanding stylized artwork, unveiled a new whimsical scene, showing fascinating procedural ivy.The artist stayed true to his signature style, with dreamlike colors and charming hand-painted aesthetics, featuring richly detailed set dressing and high-quality animation.Earlier, Nick Carver showcased this splendid character study, a peaceful 3D scene with a calm river, and more:Follow the artist on X/Twitter and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#take #look #procedural #ivy #thisTake a Look at Procedural Ivy in This Dreamlike 3D Scene3D Artist Nick Carver, known for his outstanding stylized artwork, unveiled a new whimsical scene, showing fascinating procedural ivy.The artist stayed true to his signature style, with dreamlike colors and charming hand-painted aesthetics, featuring richly detailed set dressing and high-quality animation.Earlier, Nick Carver showcased this splendid character study, a peaceful 3D scene with a calm river, and more:Follow the artist on X/Twitter and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #take #look #procedural #ivy #this80.LVTake a Look at Procedural Ivy in This Dreamlike 3D Scene3D Artist Nick Carver, known for his outstanding stylized artwork, unveiled a new whimsical scene, showing fascinating procedural ivy.The artist stayed true to his signature style, with dreamlike colors and charming hand-painted aesthetics, featuring richly detailed set dressing and high-quality animation.Earlier, Nick Carver showcased this splendid character study, a peaceful 3D scene with a calm river, and more:Follow the artist on X/Twitter and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.Please log in to like, share and comment! -
Creating a Highly Detailed Tech-Inspired Scene with Blender
IntroductionHello! My name is Denys. I was born and raised in Nigeria, where I'm currently based. I began my journey into 3D art in March 2022, teaching myself through online resources, starting, of course, with the iconic donut tutorial on YouTube. Since then, I've continued to grow my skills independently, and now I'm working toward a career in 3D generalism, with a particular interest in environment art.I originally got into Blender because SketchUp wasn't free, and I could not keep up with the subscriptions. While searching for alternatives, I came across Blender. That's when I realized I had installed it once years ago, but back then, the interface completely intimidated me, and I gave up on it. This time, though, I decided to stick with it – and I'm glad I did.I started out creating simple models. One of my first big projects was modeling the entire SpongeBob crew. That led to my first animation, and eventually, the first four episodes of a short animated series. As I grew more confident, I began participating in online 3D competitions, like cgandwe, where I focused on designing realistic environments. Those experiences have played a huge role in getting me to where I am today.Getting Started Before starting any scene, I always look for references. It might not be the most original approach, but it's what works best for me. One piece that inspired me was a beautiful artwork by Calder Moore. I bookmarked it as soon as I saw it back in 2023, and luckily, I finally found the time to bring it to life last month.BlockoutThe goal was to match the original camera angle and roughly model the main frame of the structures. It wasn't perfect, but modeling and placing the lower docks helped me get the perspective right. Then I moved on to modeling and positioning the major structures in the scene.I gave myself two weeks to complete this project. And as much as I enjoy modeling, I also enjoy not modeling, so I turned to asset kits and free models to help speed things up. I came across an awesome paid kit by Bigmediumsmall and instantly knew it would fit perfectly into my scene.I also downloaded a few models from Sketchfab, including a lamp, desk console, freighter controls, and a robotic arm, which I later took apart to add extra detail. Another incredibly helpful tool was the Random Flow add-on by BlenderGuppy, which made adding sci-fi elements much easier. Lastly, I pulled in some models from my older sci-fi and cyberpunk projects to round things out.Kitbashing Once I had the overall shape I was aiming for, I moved on to kitbashing to pack in as much detail as possible. There wasn't any strict method to the madness; I simply picked assets I liked, whether it was a set of pipes, vents, or even a random shape that just worked in the sci-fi context. I focused first on kitbashing the front structure, and used the Random Flow add-on to fill in areas where I didn't kitbash manually. Then I moved on to the other collections, following the same process.The freighter was the final piece of the puzzle, and I knew it was going to be a challenge. Part of me wanted to model it entirely from scratch, but the more practical side knew I could save a lot of time by sticking with my usual method. So I modeled the main shapes myself, then kitbashed the details to bring it to life. I also grabbed some crates from Sketchfab to fill out the scene.Texturing This part was easily my favorite, and there was no shortcut here. I had to meticulously create each material myself. Well, I did use PBR materials downloaded from CGAmbient as a base, but I spent a lot of time tweaking and editing them to get everything just right.Texturing has always been my favorite stage when building scenes like this. Many artists prefer external tools like Substance 3D Painter, but I've learned so much about procedural texturing, especially from RyanKingArt, that I couldn't let it go. It's such a flexible and rewarding approach, and I love pushing it as far as I can.I wanted most of the colors in the scene to be dark, but I did keep the original color of the pipes and the pillars, just to add a little bit of vibrance to the scene. I also wanted the overall texture to be very rough and grungy. One of the biggest helps in achieving this was using the Grunge Maps from Substance 3D Painter. I found a way to extract them into Blender, and it helped.A major tool during the texturing phase was Jsplacement, which I used to procedurally generate sci-fi grids and plates. This was the icing on the cake for adding intricate details. Whenever an area felt too flat, I applied bump maps with these grids and panels to bring the materials to life. For example, both the lamp pole and the entire black metal material feature these Jsplacement Maps.Lighting For this, I didn't do anything fancy. I knew the scene was in a high altitude, so I looked for HDRI with a cloudless sky, and I boosted the saturation up a little to give it that high altitude look.Post-Production The rendering phase was challenging since I was working on a low-end laptop. I couldn't render the entire scene all at once, so I broke it down by collections and rendered them as separate layers. Then, I composited the layers together in post-production. I'm not big on heavy post-work, so I kept it simple, mostly tweaking brightness and saturation on my phone. That's about it for the post-production process.Conclusion The entire project took me 10 days to complete, working at least four hours each day. Although I've expressed my love for texturing, my favorite part of this project was the detailing and kitbashing. I really enjoyed piecing all the small details together. The most challenging part was deciding which assets to use and where to place them. I had a lot of greebles to choose from, but I'm happy with the ones I selected; they felt like a perfect fit for the scene.I know kitbashing sometimes gets a negative reputation in the 3D community, but I found it incredibly relieving. Honestly, this project wouldn't have come together without it, so I fully embraced the process.I'm excited to keep making projects like this. The world of 3D art is truly an endless and vast realm, and I encourage every artist like me to keep exploring it, one project at a time.Denys Molokwu, 3D Artist
#creating #highly #detailed #techinspired #sceneCreating a Highly Detailed Tech-Inspired Scene with BlenderIntroductionHello! My name is Denys. I was born and raised in Nigeria, where I'm currently based. I began my journey into 3D art in March 2022, teaching myself through online resources, starting, of course, with the iconic donut tutorial on YouTube. Since then, I've continued to grow my skills independently, and now I'm working toward a career in 3D generalism, with a particular interest in environment art.I originally got into Blender because SketchUp wasn't free, and I could not keep up with the subscriptions. While searching for alternatives, I came across Blender. That's when I realized I had installed it once years ago, but back then, the interface completely intimidated me, and I gave up on it. This time, though, I decided to stick with it – and I'm glad I did.I started out creating simple models. One of my first big projects was modeling the entire SpongeBob crew. That led to my first animation, and eventually, the first four episodes of a short animated series. As I grew more confident, I began participating in online 3D competitions, like cgandwe, where I focused on designing realistic environments. Those experiences have played a huge role in getting me to where I am today.Getting Started Before starting any scene, I always look for references. It might not be the most original approach, but it's what works best for me. One piece that inspired me was a beautiful artwork by Calder Moore. I bookmarked it as soon as I saw it back in 2023, and luckily, I finally found the time to bring it to life last month.BlockoutThe goal was to match the original camera angle and roughly model the main frame of the structures. It wasn't perfect, but modeling and placing the lower docks helped me get the perspective right. Then I moved on to modeling and positioning the major structures in the scene.I gave myself two weeks to complete this project. And as much as I enjoy modeling, I also enjoy not modeling, so I turned to asset kits and free models to help speed things up. I came across an awesome paid kit by Bigmediumsmall and instantly knew it would fit perfectly into my scene.I also downloaded a few models from Sketchfab, including a lamp, desk console, freighter controls, and a robotic arm, which I later took apart to add extra detail. Another incredibly helpful tool was the Random Flow add-on by BlenderGuppy, which made adding sci-fi elements much easier. Lastly, I pulled in some models from my older sci-fi and cyberpunk projects to round things out.Kitbashing Once I had the overall shape I was aiming for, I moved on to kitbashing to pack in as much detail as possible. There wasn't any strict method to the madness; I simply picked assets I liked, whether it was a set of pipes, vents, or even a random shape that just worked in the sci-fi context. I focused first on kitbashing the front structure, and used the Random Flow add-on to fill in areas where I didn't kitbash manually. Then I moved on to the other collections, following the same process.The freighter was the final piece of the puzzle, and I knew it was going to be a challenge. Part of me wanted to model it entirely from scratch, but the more practical side knew I could save a lot of time by sticking with my usual method. So I modeled the main shapes myself, then kitbashed the details to bring it to life. I also grabbed some crates from Sketchfab to fill out the scene.Texturing This part was easily my favorite, and there was no shortcut here. I had to meticulously create each material myself. Well, I did use PBR materials downloaded from CGAmbient as a base, but I spent a lot of time tweaking and editing them to get everything just right.Texturing has always been my favorite stage when building scenes like this. Many artists prefer external tools like Substance 3D Painter, but I've learned so much about procedural texturing, especially from RyanKingArt, that I couldn't let it go. It's such a flexible and rewarding approach, and I love pushing it as far as I can.I wanted most of the colors in the scene to be dark, but I did keep the original color of the pipes and the pillars, just to add a little bit of vibrance to the scene. I also wanted the overall texture to be very rough and grungy. One of the biggest helps in achieving this was using the Grunge Maps from Substance 3D Painter. I found a way to extract them into Blender, and it helped.A major tool during the texturing phase was Jsplacement, which I used to procedurally generate sci-fi grids and plates. This was the icing on the cake for adding intricate details. Whenever an area felt too flat, I applied bump maps with these grids and panels to bring the materials to life. For example, both the lamp pole and the entire black metal material feature these Jsplacement Maps.Lighting For this, I didn't do anything fancy. I knew the scene was in a high altitude, so I looked for HDRI with a cloudless sky, and I boosted the saturation up a little to give it that high altitude look.Post-Production The rendering phase was challenging since I was working on a low-end laptop. I couldn't render the entire scene all at once, so I broke it down by collections and rendered them as separate layers. Then, I composited the layers together in post-production. I'm not big on heavy post-work, so I kept it simple, mostly tweaking brightness and saturation on my phone. That's about it for the post-production process.Conclusion The entire project took me 10 days to complete, working at least four hours each day. Although I've expressed my love for texturing, my favorite part of this project was the detailing and kitbashing. I really enjoyed piecing all the small details together. The most challenging part was deciding which assets to use and where to place them. I had a lot of greebles to choose from, but I'm happy with the ones I selected; they felt like a perfect fit for the scene.I know kitbashing sometimes gets a negative reputation in the 3D community, but I found it incredibly relieving. Honestly, this project wouldn't have come together without it, so I fully embraced the process.I'm excited to keep making projects like this. The world of 3D art is truly an endless and vast realm, and I encourage every artist like me to keep exploring it, one project at a time.Denys Molokwu, 3D Artist #creating #highly #detailed #techinspired #scene80.LVCreating a Highly Detailed Tech-Inspired Scene with BlenderIntroductionHello! My name is Denys. I was born and raised in Nigeria, where I'm currently based. I began my journey into 3D art in March 2022, teaching myself through online resources, starting, of course, with the iconic donut tutorial on YouTube. Since then, I've continued to grow my skills independently, and now I'm working toward a career in 3D generalism, with a particular interest in environment art.I originally got into Blender because SketchUp wasn't free, and I could not keep up with the subscriptions. While searching for alternatives, I came across Blender. That's when I realized I had installed it once years ago, but back then, the interface completely intimidated me, and I gave up on it. This time, though, I decided to stick with it – and I'm glad I did.I started out creating simple models. One of my first big projects was modeling the entire SpongeBob crew. That led to my first animation, and eventually, the first four episodes of a short animated series (though it's still incomplete). As I grew more confident, I began participating in online 3D competitions, like cgandwe, where I focused on designing realistic environments. Those experiences have played a huge role in getting me to where I am today.Getting Started Before starting any scene, I always look for references. It might not be the most original approach, but it's what works best for me. One piece that inspired me was a beautiful artwork by Calder Moore. I bookmarked it as soon as I saw it back in 2023, and luckily, I finally found the time to bring it to life last month.BlockoutThe goal was to match the original camera angle and roughly model the main frame of the structures. It wasn't perfect, but modeling and placing the lower docks helped me get the perspective right. Then I moved on to modeling and positioning the major structures in the scene.I gave myself two weeks to complete this project. And as much as I enjoy modeling, I also enjoy not modeling, so I turned to asset kits and free models to help speed things up. I came across an awesome paid kit by Bigmediumsmall and instantly knew it would fit perfectly into my scene.I also downloaded a few models from Sketchfab, including a lamp, desk console, freighter controls, and a robotic arm, which I later took apart to add extra detail. Another incredibly helpful tool was the Random Flow add-on by BlenderGuppy, which made adding sci-fi elements much easier. Lastly, I pulled in some models from my older sci-fi and cyberpunk projects to round things out.Kitbashing Once I had the overall shape I was aiming for, I moved on to kitbashing to pack in as much detail as possible. There wasn't any strict method to the madness; I simply picked assets I liked, whether it was a set of pipes, vents, or even a random shape that just worked in the sci-fi context. I focused first on kitbashing the front structure, and used the Random Flow add-on to fill in areas where I didn't kitbash manually. Then I moved on to the other collections, following the same process.The freighter was the final piece of the puzzle, and I knew it was going to be a challenge. Part of me wanted to model it entirely from scratch, but the more practical side knew I could save a lot of time by sticking with my usual method. So I modeled the main shapes myself, then kitbashed the details to bring it to life. I also grabbed some crates from Sketchfab to fill out the scene.Texturing This part was easily my favorite, and there was no shortcut here. I had to meticulously create each material myself. Well, I did use PBR materials downloaded from CGAmbient as a base, but I spent a lot of time tweaking and editing them to get everything just right.Texturing has always been my favorite stage when building scenes like this. Many artists prefer external tools like Substance 3D Painter (which I did use for some of the models), but I've learned so much about procedural texturing, especially from RyanKingArt, that I couldn't let it go. It's such a flexible and rewarding approach, and I love pushing it as far as I can.I wanted most of the colors in the scene to be dark, but I did keep the original color of the pipes and the pillars, just to add a little bit of vibrance to the scene. I also wanted the overall texture to be very rough and grungy. One of the biggest helps in achieving this was using the Grunge Maps from Substance 3D Painter. I found a way to extract them into Blender, and it helped.A major tool during the texturing phase was Jsplacement, which I used to procedurally generate sci-fi grids and plates. This was the icing on the cake for adding intricate details. Whenever an area felt too flat, I applied bump maps with these grids and panels to bring the materials to life. For example, both the lamp pole and the entire black metal material feature these Jsplacement Maps.Lighting For this, I didn't do anything fancy. I knew the scene was in a high altitude, so I looked for HDRI with a cloudless sky, and I boosted the saturation up a little to give it that high altitude look.Post-Production The rendering phase was challenging since I was working on a low-end laptop. I couldn't render the entire scene all at once, so I broke it down by collections and rendered them as separate layers. Then, I composited the layers together in post-production. I'm not big on heavy post-work, so I kept it simple, mostly tweaking brightness and saturation on my phone. That's about it for the post-production process.Conclusion The entire project took me 10 days to complete, working at least four hours each day. Although I've expressed my love for texturing, my favorite part of this project was the detailing and kitbashing. I really enjoyed piecing all the small details together. The most challenging part was deciding which assets to use and where to place them. I had a lot of greebles to choose from, but I'm happy with the ones I selected; they felt like a perfect fit for the scene.I know kitbashing sometimes gets a negative reputation in the 3D community, but I found it incredibly relieving. Honestly, this project wouldn't have come together without it, so I fully embraced the process.I'm excited to keep making projects like this. The world of 3D art is truly an endless and vast realm, and I encourage every artist like me to keep exploring it, one project at a time.Denys Molokwu, 3D Artist0 Comments 0 Shares -
How To Create & Animate Breakdance-Inspired Streetwear
IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
#how #create #ampamp #animate #breakdanceinspiredHow To Create & Animate Breakdance-Inspired StreetwearIntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford #how #create #ampamp #animate #breakdanceinspired80.LVHow To Create & Animate Breakdance-Inspired StreetwearIntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford0 Comments 0 Shares -
Build Something Cool Using ASCENDANT's Assets In This Jam With $50K In Prizes
This is quite a unique type of jam: PlayFusion's team, the developers behind the upcoming squad-based FPS ASCENDANT, is giving free access to their game assets, including 3D models, concept art, and more, to build something amazing or completely unhinged.ASCENDANT takes place in a gritty biopunk future shaped by '80s aesthetics and a deep narrative exploring humanity's relationship with technology and nature. With fast-paced squad combat, unpredictable objectives, and a unique spin on the capture-the-flag genre, the game challenges players to battle against both rival squads and mutant wildlife in pursuit of three biocores to survive.Centered around the theme "The Last Biocore," the ASCENDANT Jam invites you to compete across four unique categories, giving every kind of artist a chance to shine:Best Cinematic: Using the game assets, create an animation set in the world of ASCENDANT. Focus on quality, creativity, and a strong connection to the game's lore;Best Gameplay Video: Make a stream, edit, fan trailer, in-game machinima, etc. It just has to incorporate game footage in some way;Best New Take: Bring ASCENDANT to life in a new medium. Create a game of your own, write a story, draw a webcomic, do whatever, with bonus points for creativity;Best Filth: Just full-on chaos. Shock the devs.ASCENDANTASCENDANTASCENDANTASCENDANTLike many jams, this one offers beginners a great chance to get noticed and build their portfolios, with the added bonus of winning real rewards. PlayFusion is giving away in prizes, with each of the four categories awarding three grand prizes:1st place: cash prize plus in-game feature and credit;2nd place: cash prize;3rd place: cash prize.From the four category winners, one Best in Show will be selected and flown to PlayFusion's studio in Cambridge, UK, along with a friend. You'll meet the team, get a behind-the-scenes look at the studio, and celebrate at their very own pub, The Side Quest.While the Best Filth first-place winner might not have their creation fully featured in-game, the developers will find a way to pay tribute to it. Not one of the 12 grand prize winners? PlayFusion is giving away over in cash prizes for a variety of cool achievements, with more to come:Tier 1: eachBest New Idea: Suggest a game feature so smart the devs wish it was theirs. If it's added, you'll get full credit;Best Newcomer: For newcomers showing great potential and heading in a thrilling direction.Tier 2: eachBest Lore: For the submission that shows the deepest understanding of the game's lore;Best Comedy: For the funniest entry;Best Action: For the submission that kicks the most ass;Best BioPunk: For the submission that radiates GreenTech vibes;Best Twist: For the most surprising submission.Tier 3: eachBest '80s Tribute: For the entry with the best throwback style, after all, it's an '80s-infused dystopia;Best Music: For the submission with the catchiest original song or soundtrack;Best Aesthetic: For the most beautiful, high-def, ultra-sexy creation;Best Totally Original: For the submission unlike anything else, no examples, just pure originality;Best Multi-Media: For the entry that spans multiple formats, like a comic with an embedded video or an animation paired with an original song.Tier 4: eachBest Use of Gorlizard: For bringing the might and horror of this bioengineered beast to life;Best Use of Biocore: For the most creative use of those iconic orange, amber-filled jugs;Best Use of Assault Rifle: For the entry that best uses or innovates on this gun;Best Use of Ascendants: For the entry that gives human survivors a bold new look and a unique twist on their lives.Best Use of Environment: For the entry that thoughtfully uses buildings and foliage to create a believable, lived-in world.General rules for the ASCENDANT Jam allow participants to work in teams and submit multiple projects across different categories, though the same project cannot be entered in more than one category. Please tag submissions as "mature" if they contain gore or strong language; more explicit content should be entered in the Best Filth category. Hate speech and discriminatory content are strictly prohibited. Submissions behind a paywall will not be accepted, and copyrighted material from other sources must be avoided.You can submit your entries anytime between May 2, 2025, at 7:00 PM and July 1, 2025, at 7:00 AM.Visit the game's Steam page, find out all about the ASCENDANT Jam, and use this exciting opportunity to show off your style, network with talented artists, get your work featured, and win.
#build #something #cool #using #ascendant039sBuild Something Cool Using ASCENDANT's Assets In This Jam With $50K In PrizesThis is quite a unique type of jam: PlayFusion's team, the developers behind the upcoming squad-based FPS ASCENDANT, is giving free access to their game assets, including 3D models, concept art, and more, to build something amazing or completely unhinged.ASCENDANT takes place in a gritty biopunk future shaped by '80s aesthetics and a deep narrative exploring humanity's relationship with technology and nature. With fast-paced squad combat, unpredictable objectives, and a unique spin on the capture-the-flag genre, the game challenges players to battle against both rival squads and mutant wildlife in pursuit of three biocores to survive.Centered around the theme "The Last Biocore," the ASCENDANT Jam invites you to compete across four unique categories, giving every kind of artist a chance to shine:Best Cinematic: Using the game assets, create an animation set in the world of ASCENDANT. Focus on quality, creativity, and a strong connection to the game's lore;Best Gameplay Video: Make a stream, edit, fan trailer, in-game machinima, etc. It just has to incorporate game footage in some way;Best New Take: Bring ASCENDANT to life in a new medium. Create a game of your own, write a story, draw a webcomic, do whatever, with bonus points for creativity;Best Filth: Just full-on chaos. Shock the devs.ASCENDANTASCENDANTASCENDANTASCENDANTLike many jams, this one offers beginners a great chance to get noticed and build their portfolios, with the added bonus of winning real rewards. PlayFusion is giving away in prizes, with each of the four categories awarding three grand prizes:1st place: cash prize plus in-game feature and credit;2nd place: cash prize;3rd place: cash prize.From the four category winners, one Best in Show will be selected and flown to PlayFusion's studio in Cambridge, UK, along with a friend. You'll meet the team, get a behind-the-scenes look at the studio, and celebrate at their very own pub, The Side Quest.While the Best Filth first-place winner might not have their creation fully featured in-game, the developers will find a way to pay tribute to it. Not one of the 12 grand prize winners? PlayFusion is giving away over in cash prizes for a variety of cool achievements, with more to come:Tier 1: eachBest New Idea: Suggest a game feature so smart the devs wish it was theirs. If it's added, you'll get full credit;Best Newcomer: For newcomers showing great potential and heading in a thrilling direction.Tier 2: eachBest Lore: For the submission that shows the deepest understanding of the game's lore;Best Comedy: For the funniest entry;Best Action: For the submission that kicks the most ass;Best BioPunk: For the submission that radiates GreenTech vibes;Best Twist: For the most surprising submission.Tier 3: eachBest '80s Tribute: For the entry with the best throwback style, after all, it's an '80s-infused dystopia;Best Music: For the submission with the catchiest original song or soundtrack;Best Aesthetic: For the most beautiful, high-def, ultra-sexy creation;Best Totally Original: For the submission unlike anything else, no examples, just pure originality;Best Multi-Media: For the entry that spans multiple formats, like a comic with an embedded video or an animation paired with an original song.Tier 4: eachBest Use of Gorlizard: For bringing the might and horror of this bioengineered beast to life;Best Use of Biocore: For the most creative use of those iconic orange, amber-filled jugs;Best Use of Assault Rifle: For the entry that best uses or innovates on this gun;Best Use of Ascendants: For the entry that gives human survivors a bold new look and a unique twist on their lives.Best Use of Environment: For the entry that thoughtfully uses buildings and foliage to create a believable, lived-in world.General rules for the ASCENDANT Jam allow participants to work in teams and submit multiple projects across different categories, though the same project cannot be entered in more than one category. Please tag submissions as "mature" if they contain gore or strong language; more explicit content should be entered in the Best Filth category. Hate speech and discriminatory content are strictly prohibited. Submissions behind a paywall will not be accepted, and copyrighted material from other sources must be avoided.You can submit your entries anytime between May 2, 2025, at 7:00 PM and July 1, 2025, at 7:00 AM.Visit the game's Steam page, find out all about the ASCENDANT Jam, and use this exciting opportunity to show off your style, network with talented artists, get your work featured, and win. #build #something #cool #using #ascendant039s80.LVBuild Something Cool Using ASCENDANT's Assets In This Jam With $50K In PrizesThis is quite a unique type of jam: PlayFusion's team, the developers behind the upcoming squad-based FPS ASCENDANT, is giving free access to their game assets, including 3D models, concept art, and more, to build something amazing or completely unhinged.ASCENDANT takes place in a gritty biopunk future shaped by '80s aesthetics and a deep narrative exploring humanity's relationship with technology and nature. With fast-paced squad combat, unpredictable objectives, and a unique spin on the capture-the-flag genre, the game challenges players to battle against both rival squads and mutant wildlife in pursuit of three biocores to survive.Centered around the theme "The Last Biocore," the ASCENDANT Jam invites you to compete across four unique categories, giving every kind of artist a chance to shine:Best Cinematic: Using the game assets, create an animation set in the world of ASCENDANT. Focus on quality, creativity, and a strong connection to the game's lore;Best Gameplay Video: Make a stream, edit, fan trailer, in-game machinima, etc. It just has to incorporate game footage in some way;Best New Take: Bring ASCENDANT to life in a new medium. Create a game of your own, write a story, draw a webcomic, do whatever, with bonus points for creativity;Best Filth (18+): Just full-on chaos. Shock the devs.ASCENDANTASCENDANTASCENDANTASCENDANTLike many jams, this one offers beginners a great chance to get noticed and build their portfolios, with the added bonus of winning real rewards. PlayFusion is giving away $50,000 in prizes, with each of the four categories awarding three grand prizes:1st place: $7,500 cash prize plus in-game feature and credit;2nd place: $2,500 cash prize;3rd place: $1,000 cash prize.From the four category winners, one Best in Show will be selected and flown to PlayFusion's studio in Cambridge, UK, along with a friend. You'll meet the team, get a behind-the-scenes look at the studio, and celebrate at their very own pub, The Side Quest.While the Best Filth first-place winner might not have their creation fully featured in-game (thanks to legal constraints), the developers will find a way to pay tribute to it. Not one of the 12 grand prize winners? PlayFusion is giving away over $3,000 in cash prizes for a variety of cool achievements, with more to come:Tier 1: $500 eachBest New Idea: Suggest a game feature so smart the devs wish it was theirs. If it's added, you'll get full credit;Best Newcomer: For newcomers showing great potential and heading in a thrilling direction.Tier 2: $250 eachBest Lore: For the submission that shows the deepest understanding of the game's lore;Best Comedy: For the funniest entry;Best Action: For the submission that kicks the most ass;Best BioPunk: For the submission that radiates GreenTech vibes;Best Twist: For the most surprising submission.Tier 3: $100 eachBest '80s Tribute: For the entry with the best throwback style, after all, it's an '80s-infused dystopia;Best Music: For the submission with the catchiest original song or soundtrack;Best Aesthetic: For the most beautiful, high-def, ultra-sexy creation;Best Totally Original: For the submission unlike anything else, no examples, just pure originality;Best Multi-Media: For the entry that spans multiple formats, like a comic with an embedded video or an animation paired with an original song.Tier 4: $50 eachBest Use of Gorlizard: For bringing the might and horror of this bioengineered beast to life;Best Use of Biocore: For the most creative use of those iconic orange, amber-filled jugs;Best Use of Assault Rifle: For the entry that best uses or innovates on this gun;Best Use of Ascendants: For the entry that gives human survivors a bold new look and a unique twist on their lives.Best Use of Environment: For the entry that thoughtfully uses buildings and foliage to create a believable, lived-in world.General rules for the ASCENDANT Jam allow participants to work in teams and submit multiple projects across different categories, though the same project cannot be entered in more than one category. Please tag submissions as "mature" if they contain gore or strong language; more explicit content should be entered in the Best Filth category. Hate speech and discriminatory content are strictly prohibited. Submissions behind a paywall will not be accepted, and copyrighted material from other sources must be avoided.You can submit your entries anytime between May 2, 2025, at 7:00 PM and July 1, 2025, at 7:00 AM.Visit the game's Steam page, find out all about the ASCENDANT Jam, and use this exciting opportunity to show off your style, network with talented artists, get your work featured, and win. -
Play Slimes Without Getting Your Hands Dirty in This Satisfying VR Game
Rita HouJunior EditorRita HouJunior EditorPublished06 June 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodaySlime Lab playtests will start soon.Indie developer Retrocell has shared a clip from their upcoming VR game called Slime Lab, developed for Quest 2, Quest 3/3s, and PCVR. The footage showcases precise and satisfying cutting and dying mechanics: As the owner of a slime lab, you'll need to fulfill customer orders and match them as best as you can. Besides headphones, there might be other things to make, like the slime cake shown in this video. The end of the clip literally makes me laugh when you slap the cake onto the customer's face and give yourself a big thumbs-up for doing so. Here's another video demonstrating color mixing in our VR slime game. It gives the sensation of blending different colored doughs and watching them slowly transform into a new color. "Experiment with fluid physics to create endless combinations using unique colors and charms," reads the game's description. Like in reality, you can also add glow effects and tweak the stickiness. Your tools need to be upgraded, and more supplies should be ordered in a timely manner. The better your setup, the more you can create.The developer says that they're looking for playtesters. If you’re interested, join its Discord server to apply when the playtest is ready and don't forget to wishlist the game on your preferred platform.Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#play #slimes #without #getting #yourPlay Slimes Without Getting Your Hands Dirty in This Satisfying VR GameRita HouJunior EditorRita HouJunior EditorPublished06 June 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodaySlime Lab playtests will start soon.Indie developer Retrocell has shared a clip from their upcoming VR game called Slime Lab, developed for Quest 2, Quest 3/3s, and PCVR. The footage showcases precise and satisfying cutting and dying mechanics: As the owner of a slime lab, you'll need to fulfill customer orders and match them as best as you can. Besides headphones, there might be other things to make, like the slime cake shown in this video. The end of the clip literally makes me laugh when you slap the cake onto the customer's face and give yourself a big thumbs-up for doing so. Here's another video demonstrating color mixing in our VR slime game. It gives the sensation of blending different colored doughs and watching them slowly transform into a new color. "Experiment with fluid physics to create endless combinations using unique colors and charms," reads the game's description. Like in reality, you can also add glow effects and tweak the stickiness. Your tools need to be upgraded, and more supplies should be ordered in a timely manner. The better your setup, the more you can create.The developer says that they're looking for playtesters. If you’re interested, join its Discord server to apply when the playtest is ready and don't forget to wishlist the game on your preferred platform.Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #play #slimes #without #getting #your80.LVPlay Slimes Without Getting Your Hands Dirty in This Satisfying VR GameRita HouJunior EditorRita HouJunior EditorPublished06 June 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodaySlime Lab playtests will start soon.Indie developer Retrocell has shared a clip from their upcoming VR game called Slime Lab, developed for Quest 2, Quest 3/3s, and PCVR. The footage showcases precise and satisfying cutting and dying mechanics: As the owner of a slime lab, you'll need to fulfill customer orders and match them as best as you can. Besides headphones, there might be other things to make, like the slime cake shown in this video. The end of the clip literally makes me laugh when you slap the cake onto the customer's face and give yourself a big thumbs-up for doing so. Here's another video demonstrating color mixing in our VR slime game. It gives the sensation of blending different colored doughs and watching them slowly transform into a new color. "Experiment with fluid physics to create endless combinations using unique colors and charms," reads the game's description. Like in reality, you can also add glow effects and tweak the stickiness. Your tools need to be upgraded, and more supplies should be ordered in a timely manner. The better your setup, the more you can create.The developer says that they're looking for playtesters. If you’re interested, join its Discord server to apply when the playtest is ready and don't forget to wishlist the game on your preferred platform.Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. -
Caution: This Cozy Rural Driver Simulator Inspired by Disco Elysium's Style Is Targeted by Scammers
Crowdfunding a game you like is a common practice, but be careful with where you send your money. Zarya is an upcoming cozy narrative simulator telling the story of a rural driver in a post-Soviet setting, clearly inspired by Disco Elysium. Developed by SBSR, it needs support like any other game, but the creators don't ask for money online, so if you've seen their game on Indiegogo, be aware that this is a scam.One of the game's developers, Anton Surkov, went to Reddit to warn potential players about this fake page, saying that SBSR didn't create it and never planned to run a crowdfunding campaign. "Someone just stole our game name, visuals, and text, and started collecting money under our name. It’s not just upsetting – it’s terrifying."The worst part is that they might have never learned about it if not for emails offering “advice” and “coaching” to improve crowdfunding results that they started receiving after the page's launch.SBSR has already contacted Indiegogo but hasn't received a reply yet. "We’re just three people working late nights on something we care about. Watching someone try to exploit that… it sucks. But we’re not giving up."If you're interested in Zarya, wishlist it on Steam and find all the relevant information there, not on some crowdfunding site. Here is some information about the game so you can decide if this is something you'd like to play when it gets released.SBSR"Immerse yourself in the life of Vasily, a local driver striving to breathe new life into his village. Assist the villagers, transport packages, tow cars. Do everything within your power! Deliver cargo across endless fields, country roads, and overgrown paths. Upgrade your vehicle, turning it into an indefatigable iron steed."SBSRYou'll get to talk to people living far from civilization and see their views on the world. "Grill kebabs with the guys in the garages, go fishing with Petrovich, take the harvest to the market, tow cars, and try not to end up in a pit, as the last time a tractor was seen in the village was 30 years ago."There are plenty of "authentic post-Soviet clichés" and the warm atmosphere of the good old days.SBSRSign in for a playtest and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#caution #this #cozy #rural #driverCaution: This Cozy Rural Driver Simulator Inspired by Disco Elysium's Style Is Targeted by ScammersCrowdfunding a game you like is a common practice, but be careful with where you send your money. Zarya is an upcoming cozy narrative simulator telling the story of a rural driver in a post-Soviet setting, clearly inspired by Disco Elysium. Developed by SBSR, it needs support like any other game, but the creators don't ask for money online, so if you've seen their game on Indiegogo, be aware that this is a scam.One of the game's developers, Anton Surkov, went to Reddit to warn potential players about this fake page, saying that SBSR didn't create it and never planned to run a crowdfunding campaign. "Someone just stole our game name, visuals, and text, and started collecting money under our name. It’s not just upsetting – it’s terrifying."The worst part is that they might have never learned about it if not for emails offering “advice” and “coaching” to improve crowdfunding results that they started receiving after the page's launch.SBSR has already contacted Indiegogo but hasn't received a reply yet. "We’re just three people working late nights on something we care about. Watching someone try to exploit that… it sucks. But we’re not giving up."If you're interested in Zarya, wishlist it on Steam and find all the relevant information there, not on some crowdfunding site. Here is some information about the game so you can decide if this is something you'd like to play when it gets released.SBSR"Immerse yourself in the life of Vasily, a local driver striving to breathe new life into his village. Assist the villagers, transport packages, tow cars. Do everything within your power! Deliver cargo across endless fields, country roads, and overgrown paths. Upgrade your vehicle, turning it into an indefatigable iron steed."SBSRYou'll get to talk to people living far from civilization and see their views on the world. "Grill kebabs with the guys in the garages, go fishing with Petrovich, take the harvest to the market, tow cars, and try not to end up in a pit, as the last time a tractor was seen in the village was 30 years ago."There are plenty of "authentic post-Soviet clichés" and the warm atmosphere of the good old days.SBSRSign in for a playtest and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #caution #this #cozy #rural #driver80.LVCaution: This Cozy Rural Driver Simulator Inspired by Disco Elysium's Style Is Targeted by ScammersCrowdfunding a game you like is a common practice, but be careful with where you send your money. Zarya is an upcoming cozy narrative simulator telling the story of a rural driver in a post-Soviet setting, clearly inspired by Disco Elysium. Developed by SBSR, it needs support like any other game, but the creators don't ask for money online, so if you've seen their game on Indiegogo, be aware that this is a scam.One of the game's developers, Anton Surkov, went to Reddit to warn potential players about this fake page, saying that SBSR didn't create it and never planned to run a crowdfunding campaign. "Someone just stole our game name, visuals, and text, and started collecting money under our name. It’s not just upsetting – it’s terrifying."The worst part is that they might have never learned about it if not for emails offering “advice” and “coaching” to improve crowdfunding results that they started receiving after the page's launch.SBSR has already contacted Indiegogo but hasn't received a reply yet. "We’re just three people working late nights on something we care about. Watching someone try to exploit that… it sucks. But we’re not giving up."If you're interested in Zarya, wishlist it on Steam and find all the relevant information there, not on some crowdfunding site. Here is some information about the game so you can decide if this is something you'd like to play when it gets released.SBSR"Immerse yourself in the life of Vasily, a local driver striving to breathe new life into his village. Assist the villagers, transport packages, tow cars. Do everything within your power! Deliver cargo across endless fields, country roads, and overgrown paths. Upgrade your vehicle, turning it into an indefatigable iron steed."SBSRYou'll get to talk to people living far from civilization and see their views on the world. "Grill kebabs with the guys in the garages, go fishing with Petrovich, take the harvest to the market, tow cars, and try not to end up in a pit, as the last time a tractor was seen in the village was 30 years ago."There are plenty of "authentic post-Soviet clichés" and the warm atmosphere of the good old days.SBSRSign in for a playtest and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. -
Check Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable Fortress
Solo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons. The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#check #out #first #gameplay #trailerCheck Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable FortressSolo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons. The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #check #out #first #gameplay #trailer80.LVCheck Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable FortressSolo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons. The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. -
Colony Sim Ascent of Ashes Is Coming To Early Access Next Month
Vivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#colony #sim #ascent #ashes #comingColony Sim Ascent of Ashes Is Coming To Early Access Next MonthVivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #colony #sim #ascent #ashes #coming80.LVColony Sim Ascent of Ashes Is Coming To Early Access Next MonthVivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Winners of the Showcase Competition Revealed!
80 Level Community80 Level CommunityPublished30 May 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodayWe’re excited to reveal the winners of the Showcase Competition! They’ll be featured on 80 Level and granted access to BlenderKit – a massive library of top-tier 3D assets.Abandoned Subway Station – Maja Banas"Art was inspired by The Last of Us. The goal was to create something with a similar style and vibe to the game!"Second Place – Finn Bogaert"The task was to concept, model, and texture a handheld mining drill used to mine resources on different planets."Third Place – Alice & Andrieu"The idea was to explore sculpting and stylized texturing through a fun personal concept: a capybara fountain. Had a blast bringing this little guy to life!"Big congratulations to our winners, and a massive thank you to all the incredible artists who took part in the competition! Your creativity continues to inspire the community. Curious to see more amazing projects? Join us on Discord and stay tuned for the next 80 Level challenge!
#winners #showcase #competition #revealedWinners of the Showcase Competition Revealed!80 Level Community80 Level CommunityPublished30 May 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodayWe’re excited to reveal the winners of the Showcase Competition! They’ll be featured on 80 Level and granted access to BlenderKit – a massive library of top-tier 3D assets.Abandoned Subway Station – Maja Banas"Art was inspired by The Last of Us. The goal was to create something with a similar style and vibe to the game!"Second Place – Finn Bogaert"The task was to concept, model, and texture a handheld mining drill used to mine resources on different planets."Third Place – Alice & Andrieu"The idea was to explore sculpting and stylized texturing through a fun personal concept: a capybara fountain. Had a blast bringing this little guy to life!"Big congratulations to our winners, and a massive thank you to all the incredible artists who took part in the competition! Your creativity continues to inspire the community. Curious to see more amazing projects? Join us on Discord and stay tuned for the next 80 Level challenge! #winners #showcase #competition #revealed80.LVWinners of the Showcase Competition Revealed!80 Level Community80 Level CommunityPublished30 May 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodayWe’re excited to reveal the winners of the Showcase Competition! They’ll be featured on 80 Level and granted access to BlenderKit – a massive library of top-tier 3D assets.Abandoned Subway Station – Maja Banas"Art was inspired by The Last of Us. The goal was to create something with a similar style and vibe to the game!"Second Place – Finn Bogaert"The task was to concept, model, and texture a handheld mining drill used to mine resources on different planets."Third Place – Alice & Andrieu"The idea was to explore sculpting and stylized texturing through a fun personal concept: a capybara fountain. Had a blast bringing this little guy to life!"Big congratulations to our winners, and a massive thank you to all the incredible artists who took part in the competition! Your creativity continues to inspire the community. Curious to see more amazing projects? Join us on Discord and stay tuned for the next 80 Level challenge!0 Comments 0 Shares -
Wishlist This Charming Platformer with Frog-Tongue Gameplay
Summer is upon us, and nothing is more refreshing than a chill adventure in vibrant hues. Meet BIG HOPS, a platformer with deep movement and "fresh frog-tongue gameplay."You play as Hop, a young frog kidnapped from home by a trickster spirit. To get away, you need to find airship parts in a desert, an ocean, and a mountain.Luckshot GamesEach location has a self-contained story with a variety of curious characters and interesting tasks. "You can roll, dive, crouch jump, wall run, free climb, swim, belly slide, walk tightropes, pole swing, grind rails, ride minecarts and more."Luckshot GamesFans of Mario, Sonic Adventure, Zelda: Breath of the Wild, and Hat in Time will see how Luckshot Games was inspired by these classics, adding tongue interactions for an extra twist. Collect veggies and get back to your family!Luckshot GamesBIG HOPS is still in development, but you can try the demo on Steam. Support the creators on Kickstarter and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#wishlist #this #charming #platformer #withWishlist This Charming Platformer with Frog-Tongue GameplaySummer is upon us, and nothing is more refreshing than a chill adventure in vibrant hues. Meet BIG HOPS, a platformer with deep movement and "fresh frog-tongue gameplay."You play as Hop, a young frog kidnapped from home by a trickster spirit. To get away, you need to find airship parts in a desert, an ocean, and a mountain.Luckshot GamesEach location has a self-contained story with a variety of curious characters and interesting tasks. "You can roll, dive, crouch jump, wall run, free climb, swim, belly slide, walk tightropes, pole swing, grind rails, ride minecarts and more."Luckshot GamesFans of Mario, Sonic Adventure, Zelda: Breath of the Wild, and Hat in Time will see how Luckshot Games was inspired by these classics, adding tongue interactions for an extra twist. Collect veggies and get back to your family!Luckshot GamesBIG HOPS is still in development, but you can try the demo on Steam. Support the creators on Kickstarter and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #wishlist #this #charming #platformer #with80.LVWishlist This Charming Platformer with Frog-Tongue GameplaySummer is upon us, and nothing is more refreshing than a chill adventure in vibrant hues. Meet BIG HOPS, a platformer with deep movement and "fresh frog-tongue gameplay."You play as Hop, a young frog kidnapped from home by a trickster spirit. To get away, you need to find airship parts in a desert, an ocean, and a mountain.Luckshot GamesEach location has a self-contained story with a variety of curious characters and interesting tasks. "You can roll, dive, crouch jump, wall run, free climb, swim, belly slide, walk tightropes, pole swing, grind rails, ride minecarts and more."Luckshot GamesFans of Mario, Sonic Adventure, Zelda: Breath of the Wild, and Hat in Time will see how Luckshot Games was inspired by these classics, adding tongue interactions for an extra twist. Collect veggies and get back to your family!Luckshot GamesBIG HOPS is still in development, but you can try the demo on Steam. Support the creators on Kickstarter and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Recreating Squash & Stretch Effects With VEX-Based Approach
Believing that a joint-based approach is artistically limiting, Mattéo Martinez recreated the classic squash and stretch effect using a VEX-based solution implemented in APEX.He noted that while VEX feels more familiar and reliable, scripting directly in APEX is far more efficient for this type of deformation, offering better performance, instant feedback, and support for real-time controllers to drive deformation parameters.Mattéo has been sharing his experiments for some time now, developing tools in APEX, check out his dynamic paintbrush demo and more below:Follow him on LinkedIn for more, and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#recreating #squash #ampamp #stretch #effectsRecreating Squash & Stretch Effects With VEX-Based ApproachBelieving that a joint-based approach is artistically limiting, Mattéo Martinez recreated the classic squash and stretch effect using a VEX-based solution implemented in APEX.He noted that while VEX feels more familiar and reliable, scripting directly in APEX is far more efficient for this type of deformation, offering better performance, instant feedback, and support for real-time controllers to drive deformation parameters.Mattéo has been sharing his experiments for some time now, developing tools in APEX, check out his dynamic paintbrush demo and more below:Follow him on LinkedIn for more, and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #recreating #squash #ampamp #stretch #effects80.LVRecreating Squash & Stretch Effects With VEX-Based ApproachBelieving that a joint-based approach is artistically limiting, Mattéo Martinez recreated the classic squash and stretch effect using a VEX-based solution implemented in APEX.He noted that while VEX feels more familiar and reliable, scripting directly in APEX is far more efficient for this type of deformation, offering better performance, instant feedback, and support for real-time controllers to drive deformation parameters.Mattéo has been sharing his experiments for some time now, developing tools in APEX, check out his dynamic paintbrush demo and more below:Follow him on LinkedIn for more, and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Rediscovering The World Of Westeros In Game of Thrones: Kingsroad
How did the development of Game of Thrones: Kingsroad begin? Considering the Game of Thrones series concluded almost six years ago, what was the driving force behind starting the game?The development of Game of Thrones: Kingsroad wasn't just about leveraging a popular IP. We were well aware that quite some time had passed since the Game of Thrones series ended, But what really stood out to us was the lingering curiosity, a sense that many fans were still eager to explore the world of Westeros.That's where we began. We asked ourselves: What if the player belonged to a noble house that existed within Westeros? Instead of simply following the show's familiar storylines, our goal was to give players a chance to experience the world as seen in Season 4 but through a fresh perspective. We wanted to fill in the gaps left by the original story and allow players to craft their own stories within that space.At its core, Game of Thrones: Kingsroad is a game designed to expand the world of Westeros, to let players explore places, characters, and consequences that weren't fully explored in the show. It's our way of offering a new kind of immersion for fans who still love this universe and want to be part of it in their own way.What kind of world can players expect in Kingsroad? What are the core gameplay mechanics, and how do the solo and multiplayer experiences work together?Game of Thrones: Kingsroad is a story-driven action adventure RPG set in Westeros after the events of Season 4 of the Game of Thrones series. Players take on the role of the heir to a fallen house, navigating a world of politics, war, and survival.As they journey across Westeros through familiar locations like Castle Black, Winterfell, Highgarden, and Oldtown, they'll encounter both iconic characters from the show and entirely new faces and events. At its core, the game combines action-based combat, narrative-driven quests, and open-world exploration. We've integrated a variety of activities, like puzzles, dynamic encounters, and bounty hunting, to keep the experience immersive and varied without feeling repetitive.One of the key features of Game of Thrones: Kingsroad is how organically single-player and multiplayer are connected. While progressing through the story and developing your character, you can also take on large-scale encounters, like the Altar of Memories, or field bosses, such as Drogon, alongside other players. Each mode is self-contained but still influences the other, so whether you play solo or with others, it truly feels like you're living and surviving in Westeros.From a technical perspective, what was the experience of using Unreal Engine to develop Kingsroad? What were the biggest optimization challenges for mobile, and how did you address the technical demands of delivering a cross-play experience? What's it like using Unreal Engine for mobile development?Unreal Engine 5 provided us with a powerful toolset for achieving high-quality visuals, features like Lumen allowed us to create richer, more immersive environments. However, supporting multiple platforms, especially mobile, came with its own set of technical challenges. We built a structure where core logic is handled on the server side, which made it easier to ensure cross-platform connectivity. At the same time, we put significant effort into maintaining a consistent visual and gameplay experience on mobile devices that's comparable to PC.Optimization, in particular, was a major focus for the team to support seamless cross-play. We disabled some of UE5's heavier features and used the mobile renderer while also implementing LOD adjustments, simplified materials, mobile-specific environment settings, and texture atlasing for UI assets. These efforts helped us stabilize memory usage and maintain smooth frame rates across devices. Initially, Unreal Engine felt a bit heavy for mobile use, but we came to realize that with the right tuning and its flexible feature set, it can deliver impressive quality on both PC and mobile platforms.Given that Kingsroad features an original storyline, how does it expand the Game of Thrones world, and does it align with or diverge from the events of the books and the series? Game of Thrones: Kingsroad is set in the world of Game of Thrones, but at its core, it tells a completely original story. The narrative begins after Season 4, following the end of major wars, as the great houses begin to regroup and rebuild.This setting gave us room to explore untold regions and events that weren't covered in the show, allowing us to expand the lore while staying true to the established universe. Our goal as a development team was to create a new and immersive experience from the perspective of "someone else" living within Westeros without disrupting the flow of the original storyline.For example, players step into the role of the last heir of a fallen minor house, House Tyre, and travel across regions like the North, the Reach, and the Stormlands. Along the way, they'll interact with familiar factions such as the Night's Watch, wildlings, and maesters.These touches give fans something that feels both familiar and refreshingly new. In terms of narrative structure, we conducted extensive research to ensure our story wouldn't conflict with major canonical events. Instead, we designed an independent storyline that can be influenced by but doesn't alter the core narrative of the original. In that sense, Game of Thrones: Kingsroad serves as an expanded piece of content that respects the show’s foundations while offering a "possible story" that could exist just beyond its borders.What does the future look like for Kingsroad after launch? Will there be any gap between the Early Access players and the new ones, and how will Early Access players be rewarded for their support?Our main post-launch plans include regular updates that expand the story through new chapters and regions, along with the addition of new content, such as raids.While there may be some differences in progression between Early Access players and new players, Game of Thrones: Kingsroad is primarily a single-player experience where players can follow the story at their own pace. This means that the gameplay remains fully accessible and enjoyable regardless of when a player joins. As a token of appreciation, those who participated in Early Access will receive additional rewards such as exclusive costumes and emblems.Game of Thrones: Kingsroad is now officially available on both PC and mobile, so learn more about the game and download it here.Hyun-il Jang, Executive Producer at Netmarble NeoInterview conducted by Amber Rutherford
#rediscovering #world #westeros #game #thronesRediscovering The World Of Westeros In Game of Thrones: KingsroadHow did the development of Game of Thrones: Kingsroad begin? Considering the Game of Thrones series concluded almost six years ago, what was the driving force behind starting the game?The development of Game of Thrones: Kingsroad wasn't just about leveraging a popular IP. We were well aware that quite some time had passed since the Game of Thrones series ended, But what really stood out to us was the lingering curiosity, a sense that many fans were still eager to explore the world of Westeros.That's where we began. We asked ourselves: What if the player belonged to a noble house that existed within Westeros? Instead of simply following the show's familiar storylines, our goal was to give players a chance to experience the world as seen in Season 4 but through a fresh perspective. We wanted to fill in the gaps left by the original story and allow players to craft their own stories within that space.At its core, Game of Thrones: Kingsroad is a game designed to expand the world of Westeros, to let players explore places, characters, and consequences that weren't fully explored in the show. It's our way of offering a new kind of immersion for fans who still love this universe and want to be part of it in their own way.What kind of world can players expect in Kingsroad? What are the core gameplay mechanics, and how do the solo and multiplayer experiences work together?Game of Thrones: Kingsroad is a story-driven action adventure RPG set in Westeros after the events of Season 4 of the Game of Thrones series. Players take on the role of the heir to a fallen house, navigating a world of politics, war, and survival.As they journey across Westeros through familiar locations like Castle Black, Winterfell, Highgarden, and Oldtown, they'll encounter both iconic characters from the show and entirely new faces and events. At its core, the game combines action-based combat, narrative-driven quests, and open-world exploration. We've integrated a variety of activities, like puzzles, dynamic encounters, and bounty hunting, to keep the experience immersive and varied without feeling repetitive.One of the key features of Game of Thrones: Kingsroad is how organically single-player and multiplayer are connected. While progressing through the story and developing your character, you can also take on large-scale encounters, like the Altar of Memories, or field bosses, such as Drogon, alongside other players. Each mode is self-contained but still influences the other, so whether you play solo or with others, it truly feels like you're living and surviving in Westeros.From a technical perspective, what was the experience of using Unreal Engine to develop Kingsroad? What were the biggest optimization challenges for mobile, and how did you address the technical demands of delivering a cross-play experience? What's it like using Unreal Engine for mobile development?Unreal Engine 5 provided us with a powerful toolset for achieving high-quality visuals, features like Lumen allowed us to create richer, more immersive environments. However, supporting multiple platforms, especially mobile, came with its own set of technical challenges. We built a structure where core logic is handled on the server side, which made it easier to ensure cross-platform connectivity. At the same time, we put significant effort into maintaining a consistent visual and gameplay experience on mobile devices that's comparable to PC.Optimization, in particular, was a major focus for the team to support seamless cross-play. We disabled some of UE5's heavier features and used the mobile renderer while also implementing LOD adjustments, simplified materials, mobile-specific environment settings, and texture atlasing for UI assets. These efforts helped us stabilize memory usage and maintain smooth frame rates across devices. Initially, Unreal Engine felt a bit heavy for mobile use, but we came to realize that with the right tuning and its flexible feature set, it can deliver impressive quality on both PC and mobile platforms.Given that Kingsroad features an original storyline, how does it expand the Game of Thrones world, and does it align with or diverge from the events of the books and the series? Game of Thrones: Kingsroad is set in the world of Game of Thrones, but at its core, it tells a completely original story. The narrative begins after Season 4, following the end of major wars, as the great houses begin to regroup and rebuild.This setting gave us room to explore untold regions and events that weren't covered in the show, allowing us to expand the lore while staying true to the established universe. Our goal as a development team was to create a new and immersive experience from the perspective of "someone else" living within Westeros without disrupting the flow of the original storyline.For example, players step into the role of the last heir of a fallen minor house, House Tyre, and travel across regions like the North, the Reach, and the Stormlands. Along the way, they'll interact with familiar factions such as the Night's Watch, wildlings, and maesters.These touches give fans something that feels both familiar and refreshingly new. In terms of narrative structure, we conducted extensive research to ensure our story wouldn't conflict with major canonical events. Instead, we designed an independent storyline that can be influenced by but doesn't alter the core narrative of the original. In that sense, Game of Thrones: Kingsroad serves as an expanded piece of content that respects the show’s foundations while offering a "possible story" that could exist just beyond its borders.What does the future look like for Kingsroad after launch? Will there be any gap between the Early Access players and the new ones, and how will Early Access players be rewarded for their support?Our main post-launch plans include regular updates that expand the story through new chapters and regions, along with the addition of new content, such as raids.While there may be some differences in progression between Early Access players and new players, Game of Thrones: Kingsroad is primarily a single-player experience where players can follow the story at their own pace. This means that the gameplay remains fully accessible and enjoyable regardless of when a player joins. As a token of appreciation, those who participated in Early Access will receive additional rewards such as exclusive costumes and emblems.Game of Thrones: Kingsroad is now officially available on both PC and mobile, so learn more about the game and download it here.Hyun-il Jang, Executive Producer at Netmarble NeoInterview conducted by Amber Rutherford #rediscovering #world #westeros #game #thrones80.LVRediscovering The World Of Westeros In Game of Thrones: KingsroadHow did the development of Game of Thrones: Kingsroad begin? Considering the Game of Thrones series concluded almost six years ago, what was the driving force behind starting the game?The development of Game of Thrones: Kingsroad wasn't just about leveraging a popular IP. We were well aware that quite some time had passed since the Game of Thrones series ended, But what really stood out to us was the lingering curiosity, a sense that many fans were still eager to explore the world of Westeros.That's where we began. We asked ourselves: What if the player belonged to a noble house that existed within Westeros? Instead of simply following the show's familiar storylines, our goal was to give players a chance to experience the world as seen in Season 4 but through a fresh perspective. We wanted to fill in the gaps left by the original story and allow players to craft their own stories within that space.At its core, Game of Thrones: Kingsroad is a game designed to expand the world of Westeros, to let players explore places, characters, and consequences that weren't fully explored in the show. It's our way of offering a new kind of immersion for fans who still love this universe and want to be part of it in their own way.What kind of world can players expect in Kingsroad? What are the core gameplay mechanics, and how do the solo and multiplayer experiences work together?Game of Thrones: Kingsroad is a story-driven action adventure RPG set in Westeros after the events of Season 4 of the Game of Thrones series. Players take on the role of the heir to a fallen house, navigating a world of politics, war, and survival.As they journey across Westeros through familiar locations like Castle Black, Winterfell, Highgarden, and Oldtown, they'll encounter both iconic characters from the show and entirely new faces and events. At its core, the game combines action-based combat, narrative-driven quests, and open-world exploration. We've integrated a variety of activities, like puzzles, dynamic encounters, and bounty hunting, to keep the experience immersive and varied without feeling repetitive.One of the key features of Game of Thrones: Kingsroad is how organically single-player and multiplayer are connected. While progressing through the story and developing your character, you can also take on large-scale encounters, like the Altar of Memories, or field bosses, such as Drogon, alongside other players. Each mode is self-contained but still influences the other, so whether you play solo or with others, it truly feels like you're living and surviving in Westeros.From a technical perspective, what was the experience of using Unreal Engine to develop Kingsroad? What were the biggest optimization challenges for mobile, and how did you address the technical demands of delivering a cross-play experience? What's it like using Unreal Engine for mobile development?Unreal Engine 5 provided us with a powerful toolset for achieving high-quality visuals, features like Lumen allowed us to create richer, more immersive environments. However, supporting multiple platforms, especially mobile, came with its own set of technical challenges. We built a structure where core logic is handled on the server side, which made it easier to ensure cross-platform connectivity. At the same time, we put significant effort into maintaining a consistent visual and gameplay experience on mobile devices that's comparable to PC.Optimization, in particular, was a major focus for the team to support seamless cross-play. We disabled some of UE5's heavier features and used the mobile renderer while also implementing LOD adjustments, simplified materials, mobile-specific environment settings, and texture atlasing for UI assets. These efforts helped us stabilize memory usage and maintain smooth frame rates across devices. Initially, Unreal Engine felt a bit heavy for mobile use, but we came to realize that with the right tuning and its flexible feature set, it can deliver impressive quality on both PC and mobile platforms.Given that Kingsroad features an original storyline, how does it expand the Game of Thrones world, and does it align with or diverge from the events of the books and the series? Game of Thrones: Kingsroad is set in the world of Game of Thrones, but at its core, it tells a completely original story. The narrative begins after Season 4, following the end of major wars, as the great houses begin to regroup and rebuild.This setting gave us room to explore untold regions and events that weren't covered in the show, allowing us to expand the lore while staying true to the established universe. Our goal as a development team was to create a new and immersive experience from the perspective of "someone else" living within Westeros without disrupting the flow of the original storyline.For example, players step into the role of the last heir of a fallen minor house, House Tyre, and travel across regions like the North, the Reach, and the Stormlands. Along the way, they'll interact with familiar factions such as the Night's Watch, wildlings, and maesters.These touches give fans something that feels both familiar and refreshingly new. In terms of narrative structure, we conducted extensive research to ensure our story wouldn't conflict with major canonical events. Instead, we designed an independent storyline that can be influenced by but doesn't alter the core narrative of the original. In that sense, Game of Thrones: Kingsroad serves as an expanded piece of content that respects the show’s foundations while offering a "possible story" that could exist just beyond its borders.What does the future look like for Kingsroad after launch? Will there be any gap between the Early Access players and the new ones, and how will Early Access players be rewarded for their support?Our main post-launch plans include regular updates that expand the story through new chapters and regions, along with the addition of new content, such as raids.While there may be some differences in progression between Early Access players and new players, Game of Thrones: Kingsroad is primarily a single-player experience where players can follow the story at their own pace. This means that the gameplay remains fully accessible and enjoyable regardless of when a player joins. As a token of appreciation, those who participated in Early Access will receive additional rewards such as exclusive costumes and emblems.Game of Thrones: Kingsroad is now officially available on both PC and mobile, so learn more about the game and download it here.Hyun-il Jang, Executive Producer at Netmarble NeoInterview conducted by Amber Rutherford0 Comments 0 Shares -
Get Over 60 Customizable Stylized VFX For Your Godot Project
Game Asset Developer BUKKBEEK has released a large, low-poly stylized VFX pack designed to meet a variety of needs. This Godot-native collection for version 4 and above requires no plug-ins and features organized folders along with ready-to-use scenes.Here's what it includes:Fire & Smoke:Fire x3Smoke x3FireballsFlamethrowerCombat:Muzzle Flash x3Bullets x2Explosion x3Impact x8Energy & Electricity:Energy Beams x3Electric Sparks x2Lightning/Lightning BallMagic & Stylized:SparklesFireworksSci-fi PortalStylized ShaderHologram ShaderNature & Ambience:Vegetation Shader & GrassFalling LeavesRainDustFirefliesGodraysBirdsWater:Water Shader & Effects x2Ground Effects x10:Pickup, Loot, Heal, Arrows, Power Up, etc.Decals:Blood Splash x2Bullet Holes x3Slime x2Cracks x3Footprints x2Handprints x2Tire SkidClaw MarkYou can use this pack in commercial and non-commercial projects. However, resale or redistribution, whether original or modified, is strictly prohibited.In addition, BUKKBEEK has included a free icon expansion pack designed to complement impact and loot drop effects or serve as UI icons. You can also submit your own icon ideas for the developer to consider adding to the pack.Purchase Godot Visual Effects Pack here and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#get #over #customizable #stylized #vfxGet Over 60 Customizable Stylized VFX For Your Godot ProjectGame Asset Developer BUKKBEEK has released a large, low-poly stylized VFX pack designed to meet a variety of needs. This Godot-native collection for version 4 and above requires no plug-ins and features organized folders along with ready-to-use scenes.Here's what it includes:Fire & Smoke:Fire x3Smoke x3FireballsFlamethrowerCombat:Muzzle Flash x3Bullets x2Explosion x3Impact x8Energy & Electricity:Energy Beams x3Electric Sparks x2Lightning/Lightning BallMagic & Stylized:SparklesFireworksSci-fi PortalStylized ShaderHologram ShaderNature & Ambience:Vegetation Shader & GrassFalling LeavesRainDustFirefliesGodraysBirdsWater:Water Shader & Effects x2Ground Effects x10:Pickup, Loot, Heal, Arrows, Power Up, etc.Decals:Blood Splash x2Bullet Holes x3Slime x2Cracks x3Footprints x2Handprints x2Tire SkidClaw MarkYou can use this pack in commercial and non-commercial projects. However, resale or redistribution, whether original or modified, is strictly prohibited.In addition, BUKKBEEK has included a free icon expansion pack designed to complement impact and loot drop effects or serve as UI icons. You can also submit your own icon ideas for the developer to consider adding to the pack.Purchase Godot Visual Effects Pack here and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #get #over #customizable #stylized #vfx80.LVGet Over 60 Customizable Stylized VFX For Your Godot ProjectGame Asset Developer BUKKBEEK has released a large, low-poly stylized VFX pack designed to meet a variety of needs. This Godot-native collection for version 4 and above requires no plug-ins and features organized folders along with ready-to-use scenes.Here's what it includes:Fire & Smoke:Fire x3 (small, big, magic)Smoke x3 (small, big, poison)FireballsFlamethrowerCombat:Muzzle Flash x3 (texture, smoke, sparks)Bullets x2 (single, burst)Explosion x3 (small, big, electric)Impact x8 (dust, sci-fi, sword)Energy & Electricity:Energy Beams x3 (laser, plasma, electric)Electric Sparks x2Lightning/Lightning BallMagic & Stylized:SparklesFireworksSci-fi PortalStylized ShaderHologram ShaderNature & Ambience:Vegetation Shader & Grass (with day-night cycle)Falling LeavesRainDustFirefliesGodraysBirdsWater:Water Shader & Effects x2 (ripples, long ripples)Ground Effects x10:Pickup, Loot, Heal, Arrows, Power Up, etc.Decals:Blood Splash x2Bullet Holes x3Slime x2Cracks x3Footprints x2 (blood, mud)Handprints x2 (blood, dust)Tire SkidClaw MarkYou can use this pack in commercial and non-commercial projects. However, resale or redistribution, whether original or modified, is strictly prohibited.In addition, BUKKBEEK has included a free icon expansion pack designed to complement impact and loot drop effects or serve as UI icons. You can also submit your own icon ideas for the developer to consider adding to the pack.Purchase Godot Visual Effects Pack here and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Find Internships & Courses For Launching Career In Our Special Job Digest
It's one thing to have the skills and motivation to break into the industry, but how do you move from learning and personal projects to building a real career? To help you kickstart or expand your search, here are some global internships for artists and developers that are currently accepting applications. Take a look, there might be something for you.Teamfight TacticsRiot GamesWould you like to get an inside look at Riot Games? They offer an annual Remote US Summer Internship program, which lasts 10-12 weeks. During this internship, you'll collaborate on Riot projects with teams across the company. The program also includes a week at their global headquarters in Los Angeles.The internship applications open in September, and opportunities will be posted from September to November, organized by discipline. However, some of their global offices provide internships year-round, with varying durations depending on the role. These positions are posted on their jobs board on a rolling basis and may be available in locations like Barcelona, Dublin, Istanbul, Mexico City, Paris, Reading, and São Paulo, so keep an eye out.At the moment, Riot Singapore is looking for a Motion Graphics Artist Trainee on the Teamfight Tactics team.In this role, you'll create motion graphics that enhance the overall game experience and increase player engagement with Teamfight Tactics cosmetic content. You'll then bring your creative ideas to life within the game engine, ensuring a balance of aesthetics, functionality, and performance to deliver outstanding results.Requirements:1-2 years of professional experience as a Motion Graphics Artist/Designer in the UI space for games or apps.Portfolio demonstrating proficiency in motion graphics fundamentals, including easing, pacing, timing, composition, and legibility.Portfolio showcasing experience creating motion graphics for real-time UI, such as celebrations/ceremonies, design systems, notifications, HUDs, interactive states, and screen transitions.Experience using the Adobe Creative Suite, including After Effects, along with industry-standard plugins.Understanding of mobile development limitations, best practices, and how to adapt executions across different form factors.Clair Obscur: Expedition 33Epic GamesEpic Games is currently offering a Physics Programmer Intern position, an exciting opportunity to join the core physics team behind Unreal Engine. In this role, you'll build tests and debug the physics interface, investigate and resolve engine-related bugs, and collaborate with team members to maintain and improve existing systems.Requirements:Degree work in CS or related fields.Strong C++ skills.Excellent math and/or physics skills preferred.An analytical mind with strong problem-solving skills.Demonstrated interest in games.Experience with multiple core system tasks, such as graphics, tools, audio/video, networking, memory handling, script compilers, I/O, etc.Examples of projects in gaming or game engine technology are a plus.GameloftGameloft Brisbane, part of the global Gameloft family, is looking for a Game Artist Intern to help create and improve visual assets, environments, and character designs. You'll work closely with the design directors and senior artists to bring the game's art to life while gaining practical experience in concept art, asset creation, and polishing in-game visuals.This is a full-time internship that will last for six months.Requirements:A strong portfolio showcasing your artistic skills, creativity, and understanding of game art styles.Completed or currently pursuing a degree in Game Art, Illustration, 3D Art, or a related field.A strong passion for game art, with a keen eye for detail and composition.Familiarity with industry-standard art tools such as Photoshop, Blender, Maya, or Substance 3D Painter.Basic knowledge of game engines.Strong creative and problem-solving abilities.Ability to work well within a team and effectively communicate artistic ideas.Carmen SandiegoGarenaGarena, a game developer and publisher based in Singapore, is looking for a Game Developer Intern. You'll help build and implement game features, fix bugs, and ensure smooth gameplay. The role also involves testing, gathering feedback, and suggesting improvements based on your findings.Requirements:Proficiency in game development tools and platforms such as Unity, Unreal Engine, or other relevant engines.Programming skills in relevant languages such as C#, C++, Python, etc.Basic understanding of game design principles, mechanics, and user experience.Strong communication skills to collaborate effectively with team members and staff.Time management and organizational skills to meet weekly deliverables and deadlines.Experience in game developmentis a plus.VirtuosVirtuos Kuala Lumpur, the Malaysian branch of Virtuos video game development company, is offering two internship opportunities: one for a Game Designer Intern and another for a Game Programmer Intern.As a Game Designer Intern, you'll quickly learn the current project's design and workflow, complete assigned tasks to a professional standard, and help document key design decisions. You'll collaborate across departments, respond to feedback, and focus on creating fun, player-focused content while continuously learning and growing in game development.Requirements:Open to Game or Level Design students who are preferably in their final semester of university with a requirement to undergo industrial training.Good communication skills in English and ability to work in an English-speaking working environment.Good problem-solving resilience.An innovative force in the profession.Passionate about games and game development.This position is open to Malaysians only. As a Game Programmer Intern, you'll design, implement, test, and debug code and write technical documentation. You'll also help develop tools and features, research and analyze project needs, optimize performance, and explore new algorithms and techniques.Requirements:Basic knowledge of C++ language.Any experience in Unreal Engine 4 or Unreal Engine 5.Good communication skills in English and ability to work in an English-speaking working environment.Good problem-solving resilience.An innovative force in the profession.Passionate about games and game development.This position is open to Malaysians only. OddsparksHandyGamesHandyGames, a German video game developer and publisher, is seeking a Game Artist Intern to support their ongoing in-house project, a story-driven, science fiction game with a strong emphasis on combat. As an intern, you'll collaborate closely with their team of artists, designers, and software engineers to help bring the game's vision to life.Requirements:You have strong illustration skills in the areas of game art, digital art, and concept art.You have a particularly good feel for architecture, colors, light, and form.You can adapt to different illustration styles with ease and show great talent, especially in the stylized area.The design of visual concepts through to the final 2D and 3D game assets is no obstacle for you.Ideally, you are already familiar with 3D modeling software such as Maya, 3D Studio Max, or Blender and the Physically Based Renderingworkflow.Perhaps you already have hands-on experience creating effects and animations with the Unity game engine.Knowledge in other graphic and technical areas is a plus.Your self-motivation is convincing, and you have a strong sense of responsibility and a clean and team-oriented way of working.You're passionate about video gamesYou have an excellent command of written and spoken English.FuncomAt Funcom, a video game developer and publisher specializing in online games, several internships are available across various locations: Animator Intern, VFX Artist Intern, Environment Artist Intern, Lighting Artist Intern, and Technical Animator Intern.Animator Intern Requirements:Familiar with MotionBuilder or Maya.Demonstrates fundamentals of animation.Team-driven, able to share and receive feedback.Has a desire to learn from the team.Ability to communicate easily outside of the team with designers or programmers.Ability to adapt to new technologies and technical challenges.VFX Artist Intern Requirements:A strong willingness to learn and a desire to improve your skills in VFX Art.Basic understanding of 3D art fundamentals, including effects, particles, textures, lighting, materials, and technical limitations in game development.Knowledge of Houdini and/or EmberGen, Photoshop, 3ds Max, After Effects, or other 3D software, with an eagerness to expand your expertise.Strong communication and collaboration skills.Ability to work efficiently within deadlines.Creativity and artistic vision.Bachelor's degree in a related field or currently pursuing a Master's degree.Environment Artist Intern Requirements:A strong willingness to learn and a desire to continuously improve your skills in Environment Art.Basic understanding of 3D art fundamentals, including modeling, materials, textures, lighting, modularity, technical constraints, and game limitations.Familiarity with 3D software such as Blender, 3ds Max, Autodesk Maya, Substance 3D suite, Terrain Generation tools, or similar, with a keen eagerness to expand your expertise.Strong communication and collaboration skills.Ability to work efficiently within deadlines.Creativity and artistic vision.Bachelor's degree in a related field or currently pursuing a Master's degree.Lighting Artist Intern Requirements:A strong eye for light, color, and composition.Basic experience with a game engine.Portfolio demonstrating lighting in 3D scenes.Eagerness to learn, take feedback, and grow in a collaborative team environment.Current student or a recent graduate in game art, VFX, CG, or a related field.Technical Animator Intern Requirements:Familiar with Maya, MotionBuilder, or equivalent animation software.Experience with skinning and rigging, either characters or assets.Team-driven, able to share and take work.Has a willingness to learn information from peers and receive feedback.To be able to talk with animators, programmers, and designers.Able to adapt to new technologies and technical challenges.Metal: HellsingerVelan StudiosVelan Studios, an independent game developer, is looking for a Technical Artist Intern. They have one serious requirement for the applicants: You must be deeply curious about something and have some evidence of that curiosity.A perfect candidate should demonstrate a pattern of persistent and self-motivated exploration, specifically in shaders, cinematics, lighting and rendering tech, Environment Tech Art, VFX adjacent things.Outfit7Outfit7, a Slovenian video game developer best known for creating the Talking Tom & Friends app and media franchise, is currently seeking an Animator Intern and a VFX Artist Intern.Animator Intern Requirements:Reel displaying examples of 3Danimations.Experience working with game enginesis a plus.Passion for gaming and experience working within a team is a plus.Experience working on game projectsis a plus.Experience in other art fields, such as 3D modeling and rigging, 2D is a plus.Valid student status.VFX Artist Intern Requirements:Portfolio or reel with examples of real-time VFX.Experience working on game projectsis a plus.Experience in 2D or 3D animation is a plus.Valid student status.CGMABonusIf you're looking to further develop your skills with expert guidance, consider exploring these courses that can support your progress and help you build a strong portfolio.CG Master Academy offers free portfolio reviews to help you enroll in courses that match your current skill level while also challenging you in areas that need improvement, supporting you in reaching your goals. Below are some of their courses that may be of interest to you:At CG Spectrum, you'll find many industry-focused courses in animation, VFX, digital art, game development, 3D visualization, and virtual filmmaking. Choose from beginner-friendly programs with hands-on projects and mentorship or advanced courses designed to help you master a specific area and build a portfolio that showcases your expertise and prepares you for the job market.CalArts offers continuing education arts courses designed to meet the needs of both emerging artists and lifelong learners. We've gathered a few options for you here:Think Tank Training Centre also has several programs for artists with prior experience, helping them build strong portfolios and prepare for careers in the creative industry:We're here to support artists by frequently sharing job opportunities, so keep an eye on our site and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#find #internships #ampamp #courses #launchingFind Internships & Courses For Launching Career In Our Special Job DigestIt's one thing to have the skills and motivation to break into the industry, but how do you move from learning and personal projects to building a real career? To help you kickstart or expand your search, here are some global internships for artists and developers that are currently accepting applications. Take a look, there might be something for you.Teamfight TacticsRiot GamesWould you like to get an inside look at Riot Games? They offer an annual Remote US Summer Internship program, which lasts 10-12 weeks. During this internship, you'll collaborate on Riot projects with teams across the company. The program also includes a week at their global headquarters in Los Angeles.The internship applications open in September, and opportunities will be posted from September to November, organized by discipline. However, some of their global offices provide internships year-round, with varying durations depending on the role. These positions are posted on their jobs board on a rolling basis and may be available in locations like Barcelona, Dublin, Istanbul, Mexico City, Paris, Reading, and São Paulo, so keep an eye out.At the moment, Riot Singapore is looking for a Motion Graphics Artist Trainee on the Teamfight Tactics team.In this role, you'll create motion graphics that enhance the overall game experience and increase player engagement with Teamfight Tactics cosmetic content. You'll then bring your creative ideas to life within the game engine, ensuring a balance of aesthetics, functionality, and performance to deliver outstanding results.Requirements:1-2 years of professional experience as a Motion Graphics Artist/Designer in the UI space for games or apps.Portfolio demonstrating proficiency in motion graphics fundamentals, including easing, pacing, timing, composition, and legibility.Portfolio showcasing experience creating motion graphics for real-time UI, such as celebrations/ceremonies, design systems, notifications, HUDs, interactive states, and screen transitions.Experience using the Adobe Creative Suite, including After Effects, along with industry-standard plugins.Understanding of mobile development limitations, best practices, and how to adapt executions across different form factors.Clair Obscur: Expedition 33Epic GamesEpic Games is currently offering a Physics Programmer Intern position, an exciting opportunity to join the core physics team behind Unreal Engine. In this role, you'll build tests and debug the physics interface, investigate and resolve engine-related bugs, and collaborate with team members to maintain and improve existing systems.Requirements:Degree work in CS or related fields.Strong C++ skills.Excellent math and/or physics skills preferred.An analytical mind with strong problem-solving skills.Demonstrated interest in games.Experience with multiple core system tasks, such as graphics, tools, audio/video, networking, memory handling, script compilers, I/O, etc.Examples of projects in gaming or game engine technology are a plus.GameloftGameloft Brisbane, part of the global Gameloft family, is looking for a Game Artist Intern to help create and improve visual assets, environments, and character designs. You'll work closely with the design directors and senior artists to bring the game's art to life while gaining practical experience in concept art, asset creation, and polishing in-game visuals.This is a full-time internship that will last for six months.Requirements:A strong portfolio showcasing your artistic skills, creativity, and understanding of game art styles.Completed or currently pursuing a degree in Game Art, Illustration, 3D Art, or a related field.A strong passion for game art, with a keen eye for detail and composition.Familiarity with industry-standard art tools such as Photoshop, Blender, Maya, or Substance 3D Painter.Basic knowledge of game engines.Strong creative and problem-solving abilities.Ability to work well within a team and effectively communicate artistic ideas.Carmen SandiegoGarenaGarena, a game developer and publisher based in Singapore, is looking for a Game Developer Intern. You'll help build and implement game features, fix bugs, and ensure smooth gameplay. The role also involves testing, gathering feedback, and suggesting improvements based on your findings.Requirements:Proficiency in game development tools and platforms such as Unity, Unreal Engine, or other relevant engines.Programming skills in relevant languages such as C#, C++, Python, etc.Basic understanding of game design principles, mechanics, and user experience.Strong communication skills to collaborate effectively with team members and staff.Time management and organizational skills to meet weekly deliverables and deadlines.Experience in game developmentis a plus.VirtuosVirtuos Kuala Lumpur, the Malaysian branch of Virtuos video game development company, is offering two internship opportunities: one for a Game Designer Intern and another for a Game Programmer Intern.As a Game Designer Intern, you'll quickly learn the current project's design and workflow, complete assigned tasks to a professional standard, and help document key design decisions. You'll collaborate across departments, respond to feedback, and focus on creating fun, player-focused content while continuously learning and growing in game development.Requirements:Open to Game or Level Design students who are preferably in their final semester of university with a requirement to undergo industrial training.Good communication skills in English and ability to work in an English-speaking working environment.Good problem-solving resilience.An innovative force in the profession.Passionate about games and game development.This position is open to Malaysians only. As a Game Programmer Intern, you'll design, implement, test, and debug code and write technical documentation. You'll also help develop tools and features, research and analyze project needs, optimize performance, and explore new algorithms and techniques.Requirements:Basic knowledge of C++ language.Any experience in Unreal Engine 4 or Unreal Engine 5.Good communication skills in English and ability to work in an English-speaking working environment.Good problem-solving resilience.An innovative force in the profession.Passionate about games and game development.This position is open to Malaysians only. OddsparksHandyGamesHandyGames, a German video game developer and publisher, is seeking a Game Artist Intern to support their ongoing in-house project, a story-driven, science fiction game with a strong emphasis on combat. As an intern, you'll collaborate closely with their team of artists, designers, and software engineers to help bring the game's vision to life.Requirements:You have strong illustration skills in the areas of game art, digital art, and concept art.You have a particularly good feel for architecture, colors, light, and form.You can adapt to different illustration styles with ease and show great talent, especially in the stylized area.The design of visual concepts through to the final 2D and 3D game assets is no obstacle for you.Ideally, you are already familiar with 3D modeling software such as Maya, 3D Studio Max, or Blender and the Physically Based Renderingworkflow.Perhaps you already have hands-on experience creating effects and animations with the Unity game engine.Knowledge in other graphic and technical areas is a plus.Your self-motivation is convincing, and you have a strong sense of responsibility and a clean and team-oriented way of working.You're passionate about video gamesYou have an excellent command of written and spoken English.FuncomAt Funcom, a video game developer and publisher specializing in online games, several internships are available across various locations: Animator Intern, VFX Artist Intern, Environment Artist Intern, Lighting Artist Intern, and Technical Animator Intern.Animator Intern Requirements:Familiar with MotionBuilder or Maya.Demonstrates fundamentals of animation.Team-driven, able to share and receive feedback.Has a desire to learn from the team.Ability to communicate easily outside of the team with designers or programmers.Ability to adapt to new technologies and technical challenges.VFX Artist Intern Requirements:A strong willingness to learn and a desire to improve your skills in VFX Art.Basic understanding of 3D art fundamentals, including effects, particles, textures, lighting, materials, and technical limitations in game development.Knowledge of Houdini and/or EmberGen, Photoshop, 3ds Max, After Effects, or other 3D software, with an eagerness to expand your expertise.Strong communication and collaboration skills.Ability to work efficiently within deadlines.Creativity and artistic vision.Bachelor's degree in a related field or currently pursuing a Master's degree.Environment Artist Intern Requirements:A strong willingness to learn and a desire to continuously improve your skills in Environment Art.Basic understanding of 3D art fundamentals, including modeling, materials, textures, lighting, modularity, technical constraints, and game limitations.Familiarity with 3D software such as Blender, 3ds Max, Autodesk Maya, Substance 3D suite, Terrain Generation tools, or similar, with a keen eagerness to expand your expertise.Strong communication and collaboration skills.Ability to work efficiently within deadlines.Creativity and artistic vision.Bachelor's degree in a related field or currently pursuing a Master's degree.Lighting Artist Intern Requirements:A strong eye for light, color, and composition.Basic experience with a game engine.Portfolio demonstrating lighting in 3D scenes.Eagerness to learn, take feedback, and grow in a collaborative team environment.Current student or a recent graduate in game art, VFX, CG, or a related field.Technical Animator Intern Requirements:Familiar with Maya, MotionBuilder, or equivalent animation software.Experience with skinning and rigging, either characters or assets.Team-driven, able to share and take work.Has a willingness to learn information from peers and receive feedback.To be able to talk with animators, programmers, and designers.Able to adapt to new technologies and technical challenges.Metal: HellsingerVelan StudiosVelan Studios, an independent game developer, is looking for a Technical Artist Intern. They have one serious requirement for the applicants: You must be deeply curious about something and have some evidence of that curiosity.A perfect candidate should demonstrate a pattern of persistent and self-motivated exploration, specifically in shaders, cinematics, lighting and rendering tech, Environment Tech Art, VFX adjacent things.Outfit7Outfit7, a Slovenian video game developer best known for creating the Talking Tom & Friends app and media franchise, is currently seeking an Animator Intern and a VFX Artist Intern.Animator Intern Requirements:Reel displaying examples of 3Danimations.Experience working with game enginesis a plus.Passion for gaming and experience working within a team is a plus.Experience working on game projectsis a plus.Experience in other art fields, such as 3D modeling and rigging, 2D is a plus.Valid student status.VFX Artist Intern Requirements:Portfolio or reel with examples of real-time VFX.Experience working on game projectsis a plus.Experience in 2D or 3D animation is a plus.Valid student status.CGMABonusIf you're looking to further develop your skills with expert guidance, consider exploring these courses that can support your progress and help you build a strong portfolio.CG Master Academy offers free portfolio reviews to help you enroll in courses that match your current skill level while also challenging you in areas that need improvement, supporting you in reaching your goals. Below are some of their courses that may be of interest to you:At CG Spectrum, you'll find many industry-focused courses in animation, VFX, digital art, game development, 3D visualization, and virtual filmmaking. Choose from beginner-friendly programs with hands-on projects and mentorship or advanced courses designed to help you master a specific area and build a portfolio that showcases your expertise and prepares you for the job market.CalArts offers continuing education arts courses designed to meet the needs of both emerging artists and lifelong learners. We've gathered a few options for you here:Think Tank Training Centre also has several programs for artists with prior experience, helping them build strong portfolios and prepare for careers in the creative industry:We're here to support artists by frequently sharing job opportunities, so keep an eye on our site and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #find #internships #ampamp #courses #launching80.LVFind Internships & Courses For Launching Career In Our Special Job DigestIt's one thing to have the skills and motivation to break into the industry, but how do you move from learning and personal projects to building a real career? To help you kickstart or expand your search, here are some global internships for artists and developers that are currently accepting applications. Take a look, there might be something for you.Teamfight TacticsRiot GamesWould you like to get an inside look at Riot Games? They offer an annual Remote US Summer Internship program, which lasts 10-12 weeks. During this internship, you'll collaborate on Riot projects with teams across the company. The program also includes a week at their global headquarters in Los Angeles.The internship applications open in September, and opportunities will be posted from September to November, organized by discipline. However, some of their global offices provide internships year-round, with varying durations depending on the role. These positions are posted on their jobs board on a rolling basis and may be available in locations like Barcelona, Dublin, Istanbul, Mexico City, Paris, Reading, and São Paulo, so keep an eye out.At the moment, Riot Singapore is looking for a Motion Graphics Artist Trainee on the Teamfight Tactics team.In this role, you'll create motion graphics that enhance the overall game experience and increase player engagement with Teamfight Tactics cosmetic content. You'll then bring your creative ideas to life within the game engine, ensuring a balance of aesthetics, functionality, and performance to deliver outstanding results.Requirements:1-2 years of professional experience as a Motion Graphics Artist/Designer in the UI space for games or apps.Portfolio demonstrating proficiency in motion graphics fundamentals, including easing, pacing, timing, composition, and legibility.Portfolio showcasing experience creating motion graphics for real-time UI, such as celebrations/ceremonies, design systems, notifications, HUDs, interactive states, and screen transitions.Experience using the Adobe Creative Suite, including After Effects, along with industry-standard plugins (e.g., VFX particle plug-ins, Trapcode Suite, X-Particles).Understanding of mobile development limitations, best practices, and how to adapt executions across different form factors.Clair Obscur: Expedition 33Epic GamesEpic Games is currently offering a Physics Programmer Intern position, an exciting opportunity to join the core physics team behind Unreal Engine. In this role, you'll build tests and debug the physics interface, investigate and resolve engine-related bugs, and collaborate with team members to maintain and improve existing systems.Requirements:Degree work in CS or related fields.Strong C++ skills.Excellent math and/or physics skills preferred.An analytical mind with strong problem-solving skills.Demonstrated interest in games.Experience with multiple core system tasks, such as graphics, tools, audio/video, networking, memory handling, script compilers, I/O, etc.Examples of projects in gaming or game engine technology are a plus.GameloftGameloft Brisbane, part of the global Gameloft family, is looking for a Game Artist Intern to help create and improve visual assets, environments, and character designs. You'll work closely with the design directors and senior artists to bring the game's art to life while gaining practical experience in concept art, asset creation, and polishing in-game visuals.This is a full-time internship that will last for six months.Requirements:A strong portfolio showcasing your artistic skills, creativity, and understanding of game art styles.Completed or currently pursuing a degree in Game Art, Illustration, 3D Art, or a related field.A strong passion for game art, with a keen eye for detail and composition.Familiarity with industry-standard art tools such as Photoshop, Blender, Maya, or Substance 3D Painter.Basic knowledge of game engines (preferably Unreal Engine or Unity).Strong creative and problem-solving abilities.Ability to work well within a team and effectively communicate artistic ideas.Carmen SandiegoGarenaGarena, a game developer and publisher based in Singapore, is looking for a Game Developer Intern. You'll help build and implement game features, fix bugs, and ensure smooth gameplay. The role also involves testing, gathering feedback, and suggesting improvements based on your findings.Requirements:Proficiency in game development tools and platforms such as Unity, Unreal Engine, or other relevant engines.Programming skills in relevant languages such as C#, C++, Python, etc.Basic understanding of game design principles, mechanics, and user experience.Strong communication skills to collaborate effectively with team members and staff.Time management and organizational skills to meet weekly deliverables and deadlines.Experience in game development (academic projects, personal projects, or professional experience) is a plus.VirtuosVirtuos Kuala Lumpur, the Malaysian branch of Virtuos video game development company, is offering two internship opportunities: one for a Game Designer Intern and another for a Game Programmer Intern.As a Game Designer Intern, you'll quickly learn the current project's design and workflow, complete assigned tasks to a professional standard, and help document key design decisions. You'll collaborate across departments, respond to feedback, and focus on creating fun, player-focused content while continuously learning and growing in game development.Requirements:Open to Game or Level Design students who are preferably in their final semester of university with a requirement to undergo industrial training.Good communication skills in English and ability to work in an English-speaking working environment.Good problem-solving resilience.An innovative force in the profession.Passionate about games and game development.This position is open to Malaysians only. As a Game Programmer Intern, you'll design, implement, test, and debug code and write technical documentation. You'll also help develop tools and features, research and analyze project needs, optimize performance, and explore new algorithms and techniques.Requirements:Basic knowledge of C++ language.Any experience in Unreal Engine 4 or Unreal Engine 5.Good communication skills in English and ability to work in an English-speaking working environment.Good problem-solving resilience.An innovative force in the profession.Passionate about games and game development.This position is open to Malaysians only. OddsparksHandyGamesHandyGames, a German video game developer and publisher, is seeking a Game Artist Intern to support their ongoing in-house project, a story-driven, science fiction game with a strong emphasis on combat. As an intern, you'll collaborate closely with their team of artists, designers, and software engineers to help bring the game's vision to life.Requirements:You have strong illustration skills in the areas of game art, digital art, and concept art.You have a particularly good feel for architecture, colors, light, and form.You can adapt to different illustration styles with ease and show great talent, especially in the stylized area.The design of visual concepts through to the final 2D and 3D game assets is no obstacle for you.Ideally, you are already familiar with 3D modeling software such as Maya, 3D Studio Max, or Blender and the Physically Based Rendering (PBR) workflow.Perhaps you already have hands-on experience creating effects and animations with the Unity game engine.Knowledge in other graphic and technical areas is a plus.Your self-motivation is convincing, and you have a strong sense of responsibility and a clean and team-oriented way of working.You're passionate about video gamesYou have an excellent command of written and spoken English.FuncomAt Funcom, a video game developer and publisher specializing in online games, several internships are available across various locations: Animator Intern, VFX Artist Intern, Environment Artist Intern, Lighting Artist Intern, and Technical Animator Intern.Animator Intern Requirements (Lisbon, Portugal):Familiar with MotionBuilder or Maya.Demonstrates fundamentals of animation.Team-driven, able to share and receive feedback.Has a desire to learn from the team.Ability to communicate easily outside of the team with designers or programmers.Ability to adapt to new technologies and technical challenges.VFX Artist Intern Requirements (Bucharest, Romania):A strong willingness to learn and a desire to improve your skills in VFX Art.Basic understanding of 3D art fundamentals, including effects, particles, textures, lighting, materials, and technical limitations in game development.Knowledge of Houdini and/or EmberGen, Photoshop, 3ds Max, After Effects, or other 3D software, with an eagerness to expand your expertise.Strong communication and collaboration skills.Ability to work efficiently within deadlines.Creativity and artistic vision.Bachelor's degree in a related field or currently pursuing a Master's degree.Environment Artist Intern Requirements (Bucharest, Romania):A strong willingness to learn and a desire to continuously improve your skills in Environment Art.Basic understanding of 3D art fundamentals, including modeling, materials, textures, lighting, modularity, technical constraints, and game limitations.Familiarity with 3D software such as Blender, 3ds Max, Autodesk Maya, Substance 3D suite, Terrain Generation tools, or similar, with a keen eagerness to expand your expertise.Strong communication and collaboration skills.Ability to work efficiently within deadlines.Creativity and artistic vision.Bachelor's degree in a related field or currently pursuing a Master's degree.Lighting Artist Intern Requirements (Lisbon, Portugal):A strong eye for light, color, and composition.Basic experience with a game engine (Unreal Engine preferred).Portfolio demonstrating lighting in 3D scenes (real-time or offline renders).Eagerness to learn, take feedback, and grow in a collaborative team environment.Current student or a recent graduate in game art, VFX, CG, or a related field.Technical Animator Intern Requirements (Lisbon, Portugal):Familiar with Maya, MotionBuilder, or equivalent animation software.Experience with skinning and rigging, either characters or assets.Team-driven, able to share and take work.Has a willingness to learn information from peers and receive feedback.To be able to talk with animators, programmers, and designers.Able to adapt to new technologies and technical challenges.Metal: HellsingerVelan StudiosVelan Studios, an independent game developer, is looking for a Technical Artist Intern. They have one serious requirement for the applicants: You must be deeply curious about something and have some evidence of that curiosity.A perfect candidate should demonstrate a pattern of persistent and self-motivated exploration, specifically in shaders, cinematics (pipeline, workflow), lighting and rendering tech (lens flares, light baking, etc.), Environment Tech Art, VFX adjacent things (smoke/fluid simulation, animated shaders, etc.).Outfit7Outfit7, a Slovenian video game developer best known for creating the Talking Tom & Friends app and media franchise, is currently seeking an Animator Intern and a VFX Artist Intern.Animator Intern Requirements:Reel displaying examples of 3D (or 2D) animations.Experience working with game engines (Unity, Unreal, etc.) is a plus.Passion for gaming and experience working within a team is a plus.Experience working on game projects (personal, demos, game jams) is a plus.Experience in other art fields, such as 3D modeling and rigging, 2D is a plus.Valid student status.VFX Artist Intern Requirements:Portfolio or reel with examples of real-time VFX.Experience working on game projects (personal, demos, game jams) is a plus.Experience in 2D or 3D animation is a plus.Valid student status.CGMABonusIf you're looking to further develop your skills with expert guidance, consider exploring these courses that can support your progress and help you build a strong portfolio.CG Master Academy offers free portfolio reviews to help you enroll in courses that match your current skill level while also challenging you in areas that need improvement, supporting you in reaching your goals. Below are some of their courses that may be of interest to you:At CG Spectrum, you'll find many industry-focused courses in animation, VFX, digital art, game development, 3D visualization, and virtual filmmaking. Choose from beginner-friendly programs with hands-on projects and mentorship or advanced courses designed to help you master a specific area and build a portfolio that showcases your expertise and prepares you for the job market.CalArts offers continuing education arts courses designed to meet the needs of both emerging artists and lifelong learners. We've gathered a few options for you here:Think Tank Training Centre also has several programs for artists with prior experience, helping them build strong portfolios and prepare for careers in the creative industry:We're here to support artists by frequently sharing job opportunities, so keep an eye on our site and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Look into These Mesmerizing Anime Eyes Made for Digital Avatar
The eyes are the windows to the soul, so they need to be especially deep and detailed in your digital avatar. Thankfully, there are talented artists from Orode'Studio who can ensure viewers get lost in your on-screen eyes.The irises of the 3D model made by Nara Yoeul are absolutely stunning and three-dimensional, which gives Kuroha from Melodaze a mysterious look. You can find her on Orode'Studio's X/Twitter page along with other beautiful creations by its artists.You might also want to look into Omochi_Otoca's jewels for VRChat and Kensyouen_Y's parallax eyes.Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#look #into #these #mesmerizing #animeLook into These Mesmerizing Anime Eyes Made for Digital AvatarThe eyes are the windows to the soul, so they need to be especially deep and detailed in your digital avatar. Thankfully, there are talented artists from Orode'Studio who can ensure viewers get lost in your on-screen eyes.The irises of the 3D model made by Nara Yoeul are absolutely stunning and three-dimensional, which gives Kuroha from Melodaze a mysterious look. You can find her on Orode'Studio's X/Twitter page along with other beautiful creations by its artists.You might also want to look into Omochi_Otoca's jewels for VRChat and Kensyouen_Y's parallax eyes.Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #look #into #these #mesmerizing #anime80.LVLook into These Mesmerizing Anime Eyes Made for Digital AvatarThe eyes are the windows to the soul, so they need to be especially deep and detailed in your digital avatar. Thankfully, there are talented artists from Orode'Studio who can ensure viewers get lost in your on-screen eyes.The irises of the 3D model made by Nara Yoeul are absolutely stunning and three-dimensional, which gives Kuroha from Melodaze a mysterious look. You can find her on Orode'Studio's X/Twitter page along with other beautiful creations by its artists.You might also want to look into Omochi_Otoca's jewels for VRChat and Kensyouen_Y's parallax eyes.Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Upgrade Your Blender Workflow With RetopoFlow 4 Beta
RetopoFlow is a suite of intuitive, sketch-based retopology tools for Blender developed by Orange Turbine. It allows you to draw directly onto the surface of high-poly models, automatically generating geometry that conforms to their shape.The toolset has recently been updated with the release of RetopoFlow 4, a complete rewrite that introduces powerful new features. While still in beta, RetopoFlow 4 is available at a discounted price.In RetopoFlow 4, the PolyPen tool offers precise control for building complex topology one vertex at a time, while the PolyStrips tool makes it easy to map out and refine key face loops on complex models. The Strokes tool is highly versatile, ideal for quickly sketching out quad patches or filling gaps in topology, and the Contours tool gives you a quick and easy way to retopologize cylindrical forms. For interactive adjustments, the Tweak Brush lets you reposition vertices directly on the source mesh, and the Relax Brush helps smooth out vertex positions while keeping them constrained to the mesh surface.While RetopoFlow 3 included a symmetry system that essentially relied on Blender's Mirror Modifier behind the scenes, RetopoFlow 4 will give you direct access to the Mirror Modifier itself.Please note that RetopoFlow 3 will not receive new features going forward, but it will continue to be supported for at least two years following the official release of version 4.If you previously purchased RetopoFlow 3 through Superhive, you can upgrade to version 4 at an additional 25% discount, on top of the current beta pricing, by using the coupon code retopoflow-og. You can also sign up to test the beta for free here.Purchase RetopoFlow 4 by clicking this link and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#upgrade #your #blender #workflow #withUpgrade Your Blender Workflow With RetopoFlow 4 BetaRetopoFlow is a suite of intuitive, sketch-based retopology tools for Blender developed by Orange Turbine. It allows you to draw directly onto the surface of high-poly models, automatically generating geometry that conforms to their shape.The toolset has recently been updated with the release of RetopoFlow 4, a complete rewrite that introduces powerful new features. While still in beta, RetopoFlow 4 is available at a discounted price.In RetopoFlow 4, the PolyPen tool offers precise control for building complex topology one vertex at a time, while the PolyStrips tool makes it easy to map out and refine key face loops on complex models. The Strokes tool is highly versatile, ideal for quickly sketching out quad patches or filling gaps in topology, and the Contours tool gives you a quick and easy way to retopologize cylindrical forms. For interactive adjustments, the Tweak Brush lets you reposition vertices directly on the source mesh, and the Relax Brush helps smooth out vertex positions while keeping them constrained to the mesh surface.While RetopoFlow 3 included a symmetry system that essentially relied on Blender's Mirror Modifier behind the scenes, RetopoFlow 4 will give you direct access to the Mirror Modifier itself.Please note that RetopoFlow 3 will not receive new features going forward, but it will continue to be supported for at least two years following the official release of version 4.If you previously purchased RetopoFlow 3 through Superhive, you can upgrade to version 4 at an additional 25% discount, on top of the current beta pricing, by using the coupon code retopoflow-og. You can also sign up to test the beta for free here.Purchase RetopoFlow 4 by clicking this link and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #upgrade #your #blender #workflow #with80.LVUpgrade Your Blender Workflow With RetopoFlow 4 BetaRetopoFlow is a suite of intuitive, sketch-based retopology tools for Blender developed by Orange Turbine. It allows you to draw directly onto the surface of high-poly models, automatically generating geometry that conforms to their shape.The toolset has recently been updated with the release of RetopoFlow 4, a complete rewrite that introduces powerful new features. While still in beta, RetopoFlow 4 is available at a discounted price.In RetopoFlow 4, the PolyPen tool offers precise control for building complex topology one vertex at a time, while the PolyStrips tool makes it easy to map out and refine key face loops on complex models. The Strokes tool is highly versatile, ideal for quickly sketching out quad patches or filling gaps in topology, and the Contours tool gives you a quick and easy way to retopologize cylindrical forms. For interactive adjustments, the Tweak Brush lets you reposition vertices directly on the source mesh, and the Relax Brush helps smooth out vertex positions while keeping them constrained to the mesh surface.While RetopoFlow 3 included a symmetry system that essentially relied on Blender's Mirror Modifier behind the scenes, RetopoFlow 4 will give you direct access to the Mirror Modifier itself.Please note that RetopoFlow 3 will not receive new features going forward, but it will continue to be supported for at least two years following the official release of version 4.If you previously purchased RetopoFlow 3 through Superhive (Blender Market), you can upgrade to version 4 at an additional 25% discount, on top of the current beta pricing, by using the coupon code retopoflow-og. You can also sign up to test the beta for free here.Purchase RetopoFlow 4 by clicking this link and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Stylized 2D-Like Fantasy Urban Scene Made with Substance 3D & UE5
Take a look at this mesmerizing fantasy-like scene unveiled by 3D Environment Artist Maxim Isakov. The setup captivates the attention with its magical color palette, gradual shade transitions, and intricate details, drawing the viewers in for a closer look.Maxim Isakov shared that initially, he drew inspiration from Team Fortress 2 and Overwatch, and the artwork was planned to be smaller and in a painterly style. Gradually, it evolved to the toon-like graphics, reminiscent of the Ghibli art. The artist explained that he achieved this 2D look by combining ambient directional lights, high-roughness materials, and subtle emissive effects.The software used for creating the artwork includes Blender, Unreal Engine, Substance 3D Painter, Substance 3D Designer, and Photoshop. Take a closer look and check out more animated renders on the creator's ArtStation:Also, take a look at this fascinating stylized open-world forest scene by 3D Environment Artist Tyler Smith and a realistic calm river village environment by 3D Environment Artist Ana Vien:Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#stylized #2dlike #fantasy #urban #sceneStylized 2D-Like Fantasy Urban Scene Made with Substance 3D & UE5Take a look at this mesmerizing fantasy-like scene unveiled by 3D Environment Artist Maxim Isakov. The setup captivates the attention with its magical color palette, gradual shade transitions, and intricate details, drawing the viewers in for a closer look.Maxim Isakov shared that initially, he drew inspiration from Team Fortress 2 and Overwatch, and the artwork was planned to be smaller and in a painterly style. Gradually, it evolved to the toon-like graphics, reminiscent of the Ghibli art. The artist explained that he achieved this 2D look by combining ambient directional lights, high-roughness materials, and subtle emissive effects.The software used for creating the artwork includes Blender, Unreal Engine, Substance 3D Painter, Substance 3D Designer, and Photoshop. Take a closer look and check out more animated renders on the creator's ArtStation:Also, take a look at this fascinating stylized open-world forest scene by 3D Environment Artist Tyler Smith and a realistic calm river village environment by 3D Environment Artist Ana Vien:Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #stylized #2dlike #fantasy #urban #scene80.LVStylized 2D-Like Fantasy Urban Scene Made with Substance 3D & UE5Take a look at this mesmerizing fantasy-like scene unveiled by 3D Environment Artist Maxim Isakov. The setup captivates the attention with its magical color palette, gradual shade transitions, and intricate details, drawing the viewers in for a closer look.Maxim Isakov shared that initially, he drew inspiration from Team Fortress 2 and Overwatch, and the artwork was planned to be smaller and in a painterly style. Gradually, it evolved to the toon-like graphics, reminiscent of the Ghibli art. The artist explained that he achieved this 2D look by combining ambient directional lights, high-roughness materials, and subtle emissive effects.The software used for creating the artwork includes Blender, Unreal Engine, Substance 3D Painter, Substance 3D Designer, and Photoshop. Take a closer look and check out more animated renders on the creator's ArtStation:Also, take a look at this fascinating stylized open-world forest scene by 3D Environment Artist Tyler Smith and a realistic calm river village environment by 3D Environment Artist Ana Vien:Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Check Out This Fun Clip with a Transparent Сhameleon Who Stole a Treat
Take a look at this amusing clip with a mischievous chameleon who just stole a macaroon – and disappeared. 3D Animator Vossadova created this fun short take using Blender, experimenting with a transparency effect.The creator chose a peculiar and hilarious way to show a transparent creature, just leaving its eyes, a neckerchief, and a stolen treat, and created an original and memorable image.Check out more of Vossadova's wonderful works, created with the same artistic style and featuring adorable animals:Also, take a look at this adorable 3D render of a little crab created by Character Artist Bri Nicol using ZBrush, Maya, Substance 3D Painter, and Unreal Engine:Visit Vossadova's Reddit page and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#check #out #this #fun #clipCheck Out This Fun Clip with a Transparent Сhameleon Who Stole a TreatTake a look at this amusing clip with a mischievous chameleon who just stole a macaroon – and disappeared. 3D Animator Vossadova created this fun short take using Blender, experimenting with a transparency effect.The creator chose a peculiar and hilarious way to show a transparent creature, just leaving its eyes, a neckerchief, and a stolen treat, and created an original and memorable image.Check out more of Vossadova's wonderful works, created with the same artistic style and featuring adorable animals:Also, take a look at this adorable 3D render of a little crab created by Character Artist Bri Nicol using ZBrush, Maya, Substance 3D Painter, and Unreal Engine:Visit Vossadova's Reddit page and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #check #out #this #fun #clip80.LVCheck Out This Fun Clip with a Transparent Сhameleon Who Stole a TreatTake a look at this amusing clip with a mischievous chameleon who just stole a macaroon – and disappeared. 3D Animator Vossadova created this fun short take using Blender, experimenting with a transparency effect.The creator chose a peculiar and hilarious way to show a transparent creature, just leaving its eyes, a neckerchief, and a stolen treat, and created an original and memorable image.Check out more of Vossadova's wonderful works, created with the same artistic style and featuring adorable animals:Also, take a look at this adorable 3D render of a little crab created by Character Artist Bri Nicol using ZBrush, Maya, Substance 3D Painter, and Unreal Engine:Visit Vossadova's Reddit page and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Epic Games Adresses AI-Generated Content Plaguing Fab
Earlier this week, we reported on a Fab user who uploaded over 38,000 AI-generated assets over a short period of time, drawing attention to the broader problem of AI content flooding Epic Games' new marketplace. After Ronan Mahon's original Twitter post gained traction and the user's total uploads climbed to 41,000, Epic finally addressed the matter, issuing a low-profile, easy-to-miss statement on the Unreal Engine Forums.In his statement, Epic's Senior Director of Creator & Developer Experience, Sjoerd De Jong, apologized for the "degradation of the Fab experience everyone experienced," announcing that the user in question has been removed from Fab, along with a series of new rules the company plans to implement to prevent similar situations from happening again.Going forward, Epic will require creators to indicate during the publishing process whether an asset was created using generative AI, while also adding automated tools to help detect AI-generated assets and exploring spam-prevention systems, such as daily upload limits. Additionally, the studio is updating its content reporting form to give the community a clearer way to report assets suspected of being AI-made but not properly marked as Created With AI.De Jong also noted that users who wish to hide assets marked as Created With AI can do so through the content preferences menu, accessible via "the button found in the top right corner of search results."Unfortunately, even though many Fab users – as in, real flesh-and-blood human artists and game developers – expressed their desire for AI content to be removed entirely from the marketplace, or for Epic to follow Cubebrush's approach by making AI content accessible only via direct links and otherwise hidden from the platform, the director reaffirmed that AI will remain on Fab."We want Fab to be a welcoming place for creative expression, from first-time creations to advanced projects, and from original creations to AI-generated work," De Jong said. "Fab's goal is to be a place where creators can easily find what they're looking for, of the quality and style they're seeking, and be confident in their purchases."Due to this, along with the Created With AI filter not being toggled on by default, the reaction to the announcement was mixed, with some users praising Epic for the changes, while others criticized the company for taking a half-measure instead of banning AI entirely. "It's not welcoming, it's hurtful, and it's painful, and allowing AI is a slap in the face to everyone who works hard in their trade," one user commented, responding to De Jong's words.Read the full statement here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#epic #games #adresses #aigenerated #contentEpic Games Adresses AI-Generated Content Plaguing FabEarlier this week, we reported on a Fab user who uploaded over 38,000 AI-generated assets over a short period of time, drawing attention to the broader problem of AI content flooding Epic Games' new marketplace. After Ronan Mahon's original Twitter post gained traction and the user's total uploads climbed to 41,000, Epic finally addressed the matter, issuing a low-profile, easy-to-miss statement on the Unreal Engine Forums.In his statement, Epic's Senior Director of Creator & Developer Experience, Sjoerd De Jong, apologized for the "degradation of the Fab experience everyone experienced," announcing that the user in question has been removed from Fab, along with a series of new rules the company plans to implement to prevent similar situations from happening again.Going forward, Epic will require creators to indicate during the publishing process whether an asset was created using generative AI, while also adding automated tools to help detect AI-generated assets and exploring spam-prevention systems, such as daily upload limits. Additionally, the studio is updating its content reporting form to give the community a clearer way to report assets suspected of being AI-made but not properly marked as Created With AI.De Jong also noted that users who wish to hide assets marked as Created With AI can do so through the content preferences menu, accessible via "the button found in the top right corner of search results."Unfortunately, even though many Fab users – as in, real flesh-and-blood human artists and game developers – expressed their desire for AI content to be removed entirely from the marketplace, or for Epic to follow Cubebrush's approach by making AI content accessible only via direct links and otherwise hidden from the platform, the director reaffirmed that AI will remain on Fab."We want Fab to be a welcoming place for creative expression, from first-time creations to advanced projects, and from original creations to AI-generated work," De Jong said. "Fab's goal is to be a place where creators can easily find what they're looking for, of the quality and style they're seeking, and be confident in their purchases."Due to this, along with the Created With AI filter not being toggled on by default, the reaction to the announcement was mixed, with some users praising Epic for the changes, while others criticized the company for taking a half-measure instead of banning AI entirely. "It's not welcoming, it's hurtful, and it's painful, and allowing AI is a slap in the face to everyone who works hard in their trade," one user commented, responding to De Jong's words.Read the full statement here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #epic #games #adresses #aigenerated #content80.LVEpic Games Adresses AI-Generated Content Plaguing FabEarlier this week, we reported on a Fab user who uploaded over 38,000 AI-generated assets over a short period of time, drawing attention to the broader problem of AI content flooding Epic Games' new marketplace. After Ronan Mahon's original Twitter post gained traction and the user's total uploads climbed to 41,000, Epic finally addressed the matter, issuing a low-profile, easy-to-miss statement on the Unreal Engine Forums.In his statement, Epic's Senior Director of Creator & Developer Experience, Sjoerd De Jong, apologized for the "degradation of the Fab experience everyone experienced," announcing that the user in question has been removed from Fab, along with a series of new rules the company plans to implement to prevent similar situations from happening again.Going forward, Epic will require creators to indicate during the publishing process whether an asset was created using generative AI, while also adding automated tools to help detect AI-generated assets and exploring spam-prevention systems, such as daily upload limits. Additionally, the studio is updating its content reporting form to give the community a clearer way to report assets suspected of being AI-made but not properly marked as Created With AI.De Jong also noted that users who wish to hide assets marked as Created With AI can do so through the content preferences menu, accessible via "the button found in the top right corner of search results."Unfortunately, even though many Fab users – as in, real flesh-and-blood human artists and game developers – expressed their desire for AI content to be removed entirely from the marketplace, or for Epic to follow Cubebrush's approach by making AI content accessible only via direct links and otherwise hidden from the platform, the director reaffirmed that AI will remain on Fab."We want Fab to be a welcoming place for creative expression, from first-time creations to advanced projects, and from original creations to AI-generated work," De Jong said. "Fab's goal is to be a place where creators can easily find what they're looking for, of the quality and style they're seeking, and be confident in their purchases."Due to this, along with the Created With AI filter not being toggled on by default, the reaction to the announcement was mixed, with some users praising Epic for the changes, while others criticized the company for taking a half-measure instead of banning AI entirely. "It's not welcoming, it's hurtful, and it's painful, and allowing AI is a slap in the face to everyone who works hard in their trade," one user commented, responding to De Jong's words.Read the full statement here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares -
Call of Duty Mobile Earns More in a Month Than Warzone Mobile's Entire Lifetime
After being live for a year and two months, Warzone Mobile, which was made to bring the Warzone experience to mobile, has been dropped by Activision. This might be because it's struggling to make enough money in the competitive but lucrative market, especially compared to its sister app, Call of Duty Mobile.For background, a week ago, Activision announced that they were going to stop delivering new seasonal content and gameplay updates for Warzone Mobile, disabling real money spending in the game. Last Sunday, May 18, was the last day that players could download the game from both Google Play and App Store; it was also when all the social features went "retired." In other words, players who have the game installed can still access and play it, but they will not receive new updates.ActivisionThe reason, according to the developers, is that "it unfortunately has not met our expectations with mobile-first players like it has with PC and console audiences." Digging deeper into this statement, The Game Business revealed that "its numbers pale in comparison to its more established competitors," and this can be seen from two aspects: active users and revenue generated. For active players count, App Magic data shows that Warzone had three million in April, which is far less than PUBG Mobile, which had 50 million users, and Garena's Free Fire had nearly 60 million. Blood Strike, a battle royale game from NetEase released in 2023, saw seven million players, which is more than double that of Warzone. As free-to-play games, a smaller player base may lead to comparatively low revenue. In the fourteen months since its launch, Warzone has reportedly generated million. This is lower than what Call of Duty Mobile generated just last month alone. That is to say, "It struggled to crack the lucrative mobile battle royale market."Although the decision to wind down support for Warzone Mobile was only announced recently, there was a sign as early as last year when Microsoft laid off 650 employees, some of whom were from the project. But this unfruitful experience, which is Activision's attempt "to establish itself in the huge battle royale mobile market," probably would not change Microsoft's "determination to grow in mobile," because the company sees great potential in mobile gaming in regions where console and PC gaming still have a large space to grow. Also let's not forget, a reason why Microsoft acquired Activision is, according to Phil Spencer, "a capability on mobile."Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
#call #duty #mobile #earns #moreCall of Duty Mobile Earns More in a Month Than Warzone Mobile's Entire LifetimeAfter being live for a year and two months, Warzone Mobile, which was made to bring the Warzone experience to mobile, has been dropped by Activision. This might be because it's struggling to make enough money in the competitive but lucrative market, especially compared to its sister app, Call of Duty Mobile.For background, a week ago, Activision announced that they were going to stop delivering new seasonal content and gameplay updates for Warzone Mobile, disabling real money spending in the game. Last Sunday, May 18, was the last day that players could download the game from both Google Play and App Store; it was also when all the social features went "retired." In other words, players who have the game installed can still access and play it, but they will not receive new updates.ActivisionThe reason, according to the developers, is that "it unfortunately has not met our expectations with mobile-first players like it has with PC and console audiences." Digging deeper into this statement, The Game Business revealed that "its numbers pale in comparison to its more established competitors," and this can be seen from two aspects: active users and revenue generated. For active players count, App Magic data shows that Warzone had three million in April, which is far less than PUBG Mobile, which had 50 million users, and Garena's Free Fire had nearly 60 million. Blood Strike, a battle royale game from NetEase released in 2023, saw seven million players, which is more than double that of Warzone. As free-to-play games, a smaller player base may lead to comparatively low revenue. In the fourteen months since its launch, Warzone has reportedly generated million. This is lower than what Call of Duty Mobile generated just last month alone. That is to say, "It struggled to crack the lucrative mobile battle royale market."Although the decision to wind down support for Warzone Mobile was only announced recently, there was a sign as early as last year when Microsoft laid off 650 employees, some of whom were from the project. But this unfruitful experience, which is Activision's attempt "to establish itself in the huge battle royale mobile market," probably would not change Microsoft's "determination to grow in mobile," because the company sees great potential in mobile gaming in regions where console and PC gaming still have a large space to grow. Also let's not forget, a reason why Microsoft acquired Activision is, according to Phil Spencer, "a capability on mobile."Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #call #duty #mobile #earns #more80.LVCall of Duty Mobile Earns More in a Month Than Warzone Mobile's Entire LifetimeAfter being live for a year and two months, Warzone Mobile, which was made to bring the Warzone experience to mobile, has been dropped by Activision. This might be because it's struggling to make enough money in the competitive but lucrative market, especially compared to its sister app, Call of Duty Mobile.For background, a week ago, Activision announced that they were going to stop delivering new seasonal content and gameplay updates for Warzone Mobile, disabling real money spending in the game. Last Sunday, May 18, was the last day that players could download the game from both Google Play and App Store; it was also when all the social features went "retired." In other words, players who have the game installed can still access and play it, but they will not receive new updates.ActivisionThe reason, according to the developers, is that "it unfortunately has not met our expectations with mobile-first players like it has with PC and console audiences." Digging deeper into this statement, The Game Business revealed that "its numbers pale in comparison to its more established competitors," and this can be seen from two aspects: active users and revenue generated. For active players count, App Magic data shows that Warzone had three million in April, which is far less than PUBG Mobile, which had 50 million users, and Garena's Free Fire had nearly 60 million. Blood Strike, a battle royale game from NetEase released in 2023, saw seven million players, which is more than double that of Warzone. As free-to-play games, a smaller player base may lead to comparatively low revenue. In the fourteen months since its launch, Warzone has reportedly generated $17 million (excluding the 30% cut taken by Google and Apple). This is lower than what Call of Duty Mobile generated just last month alone. That is to say, "It struggled to crack the lucrative mobile battle royale market."Although the decision to wind down support for Warzone Mobile was only announced recently, there was a sign as early as last year when Microsoft laid off 650 employees, some of whom were from the project. But this unfruitful experience, which is Activision's attempt "to establish itself in the huge battle royale mobile market," probably would not change Microsoft's "determination to grow in mobile," because the company sees great potential in mobile gaming in regions where console and PC gaming still have a large space to grow. Also let's not forget, a reason why Microsoft acquired Activision is, according to Phil Spencer, "a capability on mobile."Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.0 Comments 0 Shares
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