• HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE

    By TREVOR HOGG

    Images courtesy of Warner Bros. Pictures.

    Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon.

    “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.”
    —Talia Finlayson, Creative Technologist, Disguise

    Interior and exterior environments had to be created, such as the shop owned by Steve.

    “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”

    Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.”

    A virtual exploration of Steve’s shop in Midport Village.

    Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.”

    “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”
    —Laura Bell, Creative Technologist, Disguise

    Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack.

    Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.”

    Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!”

    A virtual study and final still of the cast members standing outside of the Lava Chicken Shack.

    “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.”
    —Talia Finlayson, Creative Technologist, Disguise

    The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.”

    Virtually conceptualizing the layout of Midport Village.

    Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.”

    An example of the virtual and final version of the Woodland Mansion.

    “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.”
    —Laura Bell, Creative Technologist, Disguise

    Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.”

    Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment.

    Doing a virtual scale study of the Mountainside.

    Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.”

    Piglots cause mayhem during the Wingsuit Chase.

    Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods.

    “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
    #how #disguise #built #out #virtual
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve. “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.” #how #disguise #built #out #virtual
    WWW.VFXVOICE.COM
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “[A]s the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve (Jack Black). “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’s (Jack Black) Lava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younis [VAD Art Director] adapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay George [VP Tech] and I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols [VAD Supervisor], Pat Younis, Jake Tuck [Unreal Artist] and Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
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  • Just when you thought your game assets couldn’t get any more stylized, SideFX drops Project Skylark like a magician pulling a rabbit from a hat. Now you can download free Houdini tools that promise to turn your 3D buildings into architectural masterpieces and your clouds into fluffy, Instagrammable puffs. Who knew procedural generators could make you feel like a real artist without the need for actual talent?

    So, grab your free tools and let the world believe your game is a work of art, while you sit back and enjoy the virtual applause. Remember, it’s not about the destination; it’s about pretending you know what you’re doing along the way!

    #HoudiniTools #GameAssets #ProjectSkylark #3
    Just when you thought your game assets couldn’t get any more stylized, SideFX drops Project Skylark like a magician pulling a rabbit from a hat. Now you can download free Houdini tools that promise to turn your 3D buildings into architectural masterpieces and your clouds into fluffy, Instagrammable puffs. Who knew procedural generators could make you feel like a real artist without the need for actual talent? So, grab your free tools and let the world believe your game is a work of art, while you sit back and enjoy the virtual applause. Remember, it’s not about the destination; it’s about pretending you know what you’re doing along the way! #HoudiniTools #GameAssets #ProjectSkylark #3
    Download free Houdini tools from SideFX’s Project Skylark
    Get custom tools for creating stylized game assets, including procedural generators for 3D buildings, bridges and clouds.
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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 #this
    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 #this
    80.LV
    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.
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  • Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more

    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
    #game #dev #digest #issue #design
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article. #game #dev #digest #issue #design
    GAMEDEV.NET
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game (unlike horror, which I still think everyone should at least one). But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity [Full Tutorial] - Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline (HDRP), along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence (v2): Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.[You can find it on Steam]Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
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  • The 17 Best Barstools and Counter Stools

    Bar stools aren't intended for hours of lounging. What they are intended for, however, is constant use. Because what’s a bar if not a counter by another name? And a counter, in many cases, is also a breakfast table, the after-school snack buffet, the take-out and basketball-watching hub, and, eventually, the cocktail bar, come hosting hour. For each activity, the same seat does its duty. Unlike dining room chairs, bar stools suffer thoughtlessness: We yank them out, half asleep in the morning. We hike our feet up their pegs, lost in a TV show's plot. When friends come over, we lean forward, animatedly. All the while unwittingly testing each little joint and bolt beneath us. That’s why shopping for them requires a good deal of thought. So, we went ahead and did a lot of that thinking for you. Below, you’ll find some of ELLE Decor's favorite stools, from the design-forward to the budget-conscious. You'll also find a little about what went into our choices. The ClassicCarter Counter Stoolat Serena and LilyThere's a lot to be said for a classic. With this elevated chair-like stool, you can rest against the back and bring your feet up to its pegs. Also, it comes in six colorways.Dimensions37"H x 18.25" W x 21" DFeaturesSolid beech, painted finish. No assembly required. Holds up to 275 lbsThe Vacationer Avalon Rattan Swivel Bar Stoolat Serena and Lily If there's a material evocative of vacation, it's rattan. This version also has a swivel seat and basket-weave back. But, you'll have to appreciate the natural wear on a material—it's part of the appeal. Dimensions38.5"H x 20.5"W x 22"DFeaturesMade with hand-wrapped rattan, holds up to 300 lbsAdvertisement - Continue Reading BelowLaurel Foundry Modern Farmhouse® Baggett Solid Wood Windsor Back StoolNow 15% Offat WayfairIf you like the look of light wood but at an affordable pricepoint, this option from Wayfair is totally serviceable. And, it comes in three classic colorways. Dimensions14.8'' W X 14.2'' D; back is 12.5'' HFeaturesWood frame, some assembly required; holds up to 300 lbsMartha Stewart Martha Stewart Playa Handcrafted Rattan Counter StoolNow 36% Offat WayfairTDimensions35'' H x 23'' W x 22.5'' DFeaturessolid wood; some assembly required. Holds up to 300 lbsAdvertisement - Continue Reading BelowElegant designVanity Counter Stoolat nickeykehoe.comAnd what if you want the back, the cushioned seat, and a considered, elevated design? Time to check on Nickey Kehoe. Says our own Interiors Director, Bebe Howorth: “I love a stool with a little bit of back support, but doesn’t impose on the space like a chair.” Dimensions33.25" H x 18" W x 19.5" DFeaturesNatural oak; Susan Deliss, constanza in denimBarely-there backrestSede Counter Stool at ArticleA short back, a cushioned seat, and an elegant, tapered leg, this stool has a lovely silhouette at a low price point. Available in three colorways and the option of a leatherseat. Dimensions31"H x 16"W x 17"DFeaturesSolid and veneered wood, holds up to 300 lbsAdvertisement - Continue Reading BelowWayne Swivel Bar & Counter Stoolsat West ElmThere's no denying the appeal of the swivel. And if you foresee your bar stools serving a primarily social function, you'll want to seek that out. As Dorothy Scarborough, Editorial Assistant at ELLE Decor and Town & Country says: "Bar stools, by their very design, are tricky. When you're a few martinis in, it's fun to swing your legs and turn in circles, but when you're trying to enjoy a bowl of cereal, bar stools make for a less than ideal experience. This West Elm design has a higher back and arms, and at only 26 inches off the ground, doesn't make you feel like you're sitting on a tower. It's almost like a real chair, but it has all the jazzy chicness of a barstool."Adam Stoolat framacph.comOf course, not all stools need to be tall chairs. The perch-type stool can serve its function expertly, even with a minimal design, like this one from Frama. Dimension30" H x 17" W x 10" DFeaturesPowder coated frame, oiled seat; steel frame, oak seatAdvertisement - Continue Reading BelowErgonomic PerchWayland stool at oandgstudio.comPrepare for a comfortable perch with this statuesque stool from O&G Studio. Says ELLE Decor's Market Director, Benjamin Reynaert: "I personally sit-tested the Wayland Stool, and let me tell you—the carved solid wood seat isn’t just a design detail, it’s a comfort revelation, perfectly pairing form with the casual functionality of its bamboo-inspired turnings and classic box stretcher base, all available in a palette of 19 hand-applied stained finishes that highlight the American craftsmanship of O&G Studio."Dimensions25" H x 21.25" W x 18" DFeaturesMade with ash and maple wood, stained; "stylized bamboo turnings of the Wayland Family."Industrial chicSteel Stoolat ZARA HomeFrom Zara Home comes this sharp number. Not as tall as some, and, clearly, not intended for hours of sitting, this steel stool brings a chic taste of the industrial to any room. Dimensions17" H x 11" W x 11" DAdvertisement - Continue Reading BelowWinsome Winsome Satori Stoolat AmazonWith a curved wooden seat and a classic, ladder-leg construction, this Winsome Satori stool is chic, simple, and affordable. Bonus: It's available in multiple heights.Dimensions16" H x 18" W x 29" DFeaturesSolid beech wood with a walnut finishLancaster Stool at webstaurantstore.comIndustrial but make it comfortable: The Lancaster stool comes in multiple colors and heights. Plus: the cushion is removable, making these stools stackable for easy storage. Dimensions24" H x 16 " D x 16" WFeaturesFrame is coated steel, and the cushion is corrosion-resistant powder coated vinyl. Holds up to 400 lbsAdvertisement - Continue Reading BelowCurvy and Cushy Lulu and Georgia Ashford Bar Stoolat Lulu and GeorgiaThis curvy stool from Lulu and Georgia comes with the brusque silhouette of its industrial cousins tempered by the soft edges, arched lines, and plush seat of a comfortable chair.Dimensions30" H x 18.25" W x 18.25" DFeaturesAsh wood frame, foam cushion; hand-crafted and made from sustainable materialsThe Heavy-Lifting VacationerAlastair Bar & Counter StoolNow 37% Offat Joss & MainA return to the vacation rattan, this classic, backless stool comes with all the attitude of a beach cabana at a reasonable price. Offered in multiple colors and heights for beach-adjacent rooms of all sorts. Surprisingly, perhaps, this stool claims to hold up to 500 lbs, making it the heaviest lifter of them all. Dimensinos24'' H X 16'' W X 16'' DFeaturesMade from rattan and plastic, it can hold up to 500 lbsAdvertisement - Continue Reading BelowInnovative eleganceMoon Stoolat sunatsix.comIt's all about the considered design on these moon stools. But, made from solid white oak treated with tenna oil, they're also stain resistant and built for use. Dimensions30” H x 19.5” W x 16”DFeatureshand-made from white oak using traditional joinery; three finishes availableHigh-quality classic Range Stoolat assemblyline.coThese classic stools are solid wood, handmade, and all about the understated beauty of quality. Which also means you'll need to order these well in advance of your first soiree, as they take roughly 12 to 14 weeks to make. Dimensions25” H x 13” L x 13” WFeaturesMade from white oak; multiple finishes available.Advertisement - Continue Reading BelowMainstays Natural wood stoolat WalmartYes, Walmart makes a totally serviceable, classic wooden bar stool. Sold in packs of two, and available in multiple heights, they get the job done. Dimensions13.50" H x 29.00" D x 13.50" WFeaturesMade from woodFrequently Asked QuestionsWhat makes a bar stool comfortable? Let's be honest: Most stools are not built for comfort. Especially the perch variety, as we're calling it—stools with just a flat shelf or round disk to sit on—are functional. If comfort is high on the must-have list, look for a perch with a slightly concave seat, engineered for the shape of a human body. Or skip the perch and go for stools with backrests and cushions. Here's a rule of thumb: the thicker the cushion, the higher the back, the longer you'll want to sit. Ideally, however, you'll find a showroom to test out any piece you're looking to invest in. How do you clean a stool? Most of the stools we've listed have specific instructions for cleaning, but non-abrasive cleaners are always recommended. And, most if not all of the stools we've chosen are intended for indoor use only. Even indoors, however, keeping your stools out of direct sunlight will help preserve the finish. Advertisement - Continue Reading BelowWhy Trust Us?For more than three decades, ELLE DECOR has covered stylemakers, trendsetting interiors, and must-have home furnishings. With a focus on the latest design trends and ideas about how to incorporate them into improving your own space, we’re your go-to resource for elevating and beautifying your home. Our team of editors and interior design pros research and review every new article we publish to ensure you have the most up-to-date, expert-approved information.
    #best #barstools #counter #stools
    The 17 Best Barstools and Counter Stools
    Bar stools aren't intended for hours of lounging. What they are intended for, however, is constant use. Because what’s a bar if not a counter by another name? And a counter, in many cases, is also a breakfast table, the after-school snack buffet, the take-out and basketball-watching hub, and, eventually, the cocktail bar, come hosting hour. For each activity, the same seat does its duty. Unlike dining room chairs, bar stools suffer thoughtlessness: We yank them out, half asleep in the morning. We hike our feet up their pegs, lost in a TV show's plot. When friends come over, we lean forward, animatedly. All the while unwittingly testing each little joint and bolt beneath us. That’s why shopping for them requires a good deal of thought. So, we went ahead and did a lot of that thinking for you. Below, you’ll find some of ELLE Decor's favorite stools, from the design-forward to the budget-conscious. You'll also find a little about what went into our choices. The ClassicCarter Counter Stoolat Serena and LilyThere's a lot to be said for a classic. With this elevated chair-like stool, you can rest against the back and bring your feet up to its pegs. Also, it comes in six colorways.Dimensions37"H x 18.25" W x 21" DFeaturesSolid beech, painted finish. No assembly required. Holds up to 275 lbsThe Vacationer Avalon Rattan Swivel Bar Stoolat Serena and Lily If there's a material evocative of vacation, it's rattan. This version also has a swivel seat and basket-weave back. But, you'll have to appreciate the natural wear on a material—it's part of the appeal. Dimensions38.5"H x 20.5"W x 22"DFeaturesMade with hand-wrapped rattan, holds up to 300 lbsAdvertisement - Continue Reading BelowLaurel Foundry Modern Farmhouse® Baggett Solid Wood Windsor Back StoolNow 15% Offat WayfairIf you like the look of light wood but at an affordable pricepoint, this option from Wayfair is totally serviceable. And, it comes in three classic colorways. Dimensions14.8'' W X 14.2'' D; back is 12.5'' HFeaturesWood frame, some assembly required; holds up to 300 lbsMartha Stewart Martha Stewart Playa Handcrafted Rattan Counter StoolNow 36% Offat WayfairTDimensions35'' H x 23'' W x 22.5'' DFeaturessolid wood; some assembly required. Holds up to 300 lbsAdvertisement - Continue Reading BelowElegant designVanity Counter Stoolat nickeykehoe.comAnd what if you want the back, the cushioned seat, and a considered, elevated design? Time to check on Nickey Kehoe. Says our own Interiors Director, Bebe Howorth: “I love a stool with a little bit of back support, but doesn’t impose on the space like a chair.” Dimensions33.25" H x 18" W x 19.5" DFeaturesNatural oak; Susan Deliss, constanza in denimBarely-there backrestSede Counter Stool at ArticleA short back, a cushioned seat, and an elegant, tapered leg, this stool has a lovely silhouette at a low price point. Available in three colorways and the option of a leatherseat. Dimensions31"H x 16"W x 17"DFeaturesSolid and veneered wood, holds up to 300 lbsAdvertisement - Continue Reading BelowWayne Swivel Bar & Counter Stoolsat West ElmThere's no denying the appeal of the swivel. And if you foresee your bar stools serving a primarily social function, you'll want to seek that out. As Dorothy Scarborough, Editorial Assistant at ELLE Decor and Town & Country says: "Bar stools, by their very design, are tricky. When you're a few martinis in, it's fun to swing your legs and turn in circles, but when you're trying to enjoy a bowl of cereal, bar stools make for a less than ideal experience. This West Elm design has a higher back and arms, and at only 26 inches off the ground, doesn't make you feel like you're sitting on a tower. It's almost like a real chair, but it has all the jazzy chicness of a barstool."Adam Stoolat framacph.comOf course, not all stools need to be tall chairs. The perch-type stool can serve its function expertly, even with a minimal design, like this one from Frama. Dimension30" H x 17" W x 10" DFeaturesPowder coated frame, oiled seat; steel frame, oak seatAdvertisement - Continue Reading BelowErgonomic PerchWayland stool at oandgstudio.comPrepare for a comfortable perch with this statuesque stool from O&G Studio. Says ELLE Decor's Market Director, Benjamin Reynaert: "I personally sit-tested the Wayland Stool, and let me tell you—the carved solid wood seat isn’t just a design detail, it’s a comfort revelation, perfectly pairing form with the casual functionality of its bamboo-inspired turnings and classic box stretcher base, all available in a palette of 19 hand-applied stained finishes that highlight the American craftsmanship of O&G Studio."Dimensions25" H x 21.25" W x 18" DFeaturesMade with ash and maple wood, stained; "stylized bamboo turnings of the Wayland Family."Industrial chicSteel Stoolat ZARA HomeFrom Zara Home comes this sharp number. Not as tall as some, and, clearly, not intended for hours of sitting, this steel stool brings a chic taste of the industrial to any room. Dimensions17" H x 11" W x 11" DAdvertisement - Continue Reading BelowWinsome Winsome Satori Stoolat AmazonWith a curved wooden seat and a classic, ladder-leg construction, this Winsome Satori stool is chic, simple, and affordable. Bonus: It's available in multiple heights.Dimensions16" H x 18" W x 29" DFeaturesSolid beech wood with a walnut finishLancaster Stool at webstaurantstore.comIndustrial but make it comfortable: The Lancaster stool comes in multiple colors and heights. Plus: the cushion is removable, making these stools stackable for easy storage. Dimensions24" H x 16 " D x 16" WFeaturesFrame is coated steel, and the cushion is corrosion-resistant powder coated vinyl. Holds up to 400 lbsAdvertisement - Continue Reading BelowCurvy and Cushy Lulu and Georgia Ashford Bar Stoolat Lulu and GeorgiaThis curvy stool from Lulu and Georgia comes with the brusque silhouette of its industrial cousins tempered by the soft edges, arched lines, and plush seat of a comfortable chair.Dimensions30" H x 18.25" W x 18.25" DFeaturesAsh wood frame, foam cushion; hand-crafted and made from sustainable materialsThe Heavy-Lifting VacationerAlastair Bar & Counter StoolNow 37% Offat Joss & MainA return to the vacation rattan, this classic, backless stool comes with all the attitude of a beach cabana at a reasonable price. Offered in multiple colors and heights for beach-adjacent rooms of all sorts. Surprisingly, perhaps, this stool claims to hold up to 500 lbs, making it the heaviest lifter of them all. Dimensinos24'' H X 16'' W X 16'' DFeaturesMade from rattan and plastic, it can hold up to 500 lbsAdvertisement - Continue Reading BelowInnovative eleganceMoon Stoolat sunatsix.comIt's all about the considered design on these moon stools. But, made from solid white oak treated with tenna oil, they're also stain resistant and built for use. Dimensions30” H x 19.5” W x 16”DFeatureshand-made from white oak using traditional joinery; three finishes availableHigh-quality classic Range Stoolat assemblyline.coThese classic stools are solid wood, handmade, and all about the understated beauty of quality. Which also means you'll need to order these well in advance of your first soiree, as they take roughly 12 to 14 weeks to make. Dimensions25” H x 13” L x 13” WFeaturesMade from white oak; multiple finishes available.Advertisement - Continue Reading BelowMainstays Natural wood stoolat WalmartYes, Walmart makes a totally serviceable, classic wooden bar stool. Sold in packs of two, and available in multiple heights, they get the job done. Dimensions13.50" H x 29.00" D x 13.50" WFeaturesMade from woodFrequently Asked QuestionsWhat makes a bar stool comfortable? Let's be honest: Most stools are not built for comfort. Especially the perch variety, as we're calling it—stools with just a flat shelf or round disk to sit on—are functional. If comfort is high on the must-have list, look for a perch with a slightly concave seat, engineered for the shape of a human body. Or skip the perch and go for stools with backrests and cushions. Here's a rule of thumb: the thicker the cushion, the higher the back, the longer you'll want to sit. Ideally, however, you'll find a showroom to test out any piece you're looking to invest in. How do you clean a stool? Most of the stools we've listed have specific instructions for cleaning, but non-abrasive cleaners are always recommended. And, most if not all of the stools we've chosen are intended for indoor use only. Even indoors, however, keeping your stools out of direct sunlight will help preserve the finish. Advertisement - Continue Reading BelowWhy Trust Us?For more than three decades, ELLE DECOR has covered stylemakers, trendsetting interiors, and must-have home furnishings. With a focus on the latest design trends and ideas about how to incorporate them into improving your own space, we’re your go-to resource for elevating and beautifying your home. Our team of editors and interior design pros research and review every new article we publish to ensure you have the most up-to-date, expert-approved information. #best #barstools #counter #stools
    WWW.ELLEDECOR.COM
    The 17 Best Barstools and Counter Stools
    Bar stools aren't intended for hours of lounging. What they are intended for, however, is constant use. Because what’s a bar if not a counter by another name? And a counter, in many cases, is also a breakfast table, the after-school snack buffet, the take-out and basketball-watching hub, and, eventually, the cocktail bar, come hosting hour. For each activity, the same seat does its duty. Unlike dining room chairs, bar stools suffer thoughtlessness: We yank them out, half asleep in the morning. We hike our feet up their pegs, lost in a TV show's plot. When friends come over, we lean forward, animatedly. All the while unwittingly testing each little joint and bolt beneath us. That’s why shopping for them requires a good deal of thought. So, we went ahead and did a lot of that thinking for you. Below, you’ll find some of ELLE Decor's favorite stools, from the design-forward to the budget-conscious. You'll also find a little about what went into our choices. The Classic (with a Back) Carter Counter Stool$398 at Serena and LilyThere's a lot to be said for a classic. With this elevated chair-like stool, you can rest against the back and bring your feet up to its pegs. Also, it comes in six colorways.Dimensions37"H x 18.25" W x 21" DFeaturesSolid beech, painted finish. No assembly required. Holds up to 275 lbsThe Vacationer Avalon Rattan Swivel Bar Stool$648 at Serena and Lily If there's a material evocative of vacation, it's rattan. This version also has a swivel seat and basket-weave back. But, you'll have to appreciate the natural wear on a material—it's part of the appeal. Dimensions38.5"H x 20.5"W x 22"DFeaturesMade with hand-wrapped rattan, holds up to 300 lbsAdvertisement - Continue Reading BelowLaurel Foundry Modern Farmhouse® Baggett Solid Wood Windsor Back StoolNow 15% Off$165 $140 at WayfairIf you like the look of light wood but at an affordable pricepoint, this option from Wayfair is totally serviceable. And, it comes in three classic colorways. Dimensions14.8'' W X 14.2'' D; back is 12.5'' HFeaturesWood frame, some assembly required; holds up to 300 lbsMartha Stewart Martha Stewart Playa Handcrafted Rattan Counter StoolNow 36% Off$399 $256 at WayfairTDimensions35'' H x 23'' W x 22.5'' DFeaturessolid wood; some assembly required. Holds up to 300 lbsAdvertisement - Continue Reading BelowElegant designVanity Counter Stool$3,400 at nickeykehoe.comAnd what if you want the back, the cushioned seat, and a considered, elevated design? Time to check on Nickey Kehoe. Says our own Interiors Director, Bebe Howorth: “I love a stool with a little bit of back support, but doesn’t impose on the space like a chair.” Dimensions33.25" H x 18" W x 19.5" DFeaturesNatural oak; Susan Deliss, constanza in denimBarely-there backrestSede Counter Stool $249 at ArticleA short back, a cushioned seat, and an elegant, tapered leg, this stool has a lovely silhouette at a low price point. Available in three colorways and the option of a leather (versus fabric) seat. Dimensions31"H x 16"W x 17"DFeaturesSolid and veneered wood, holds up to 300 lbsAdvertisement - Continue Reading BelowWayne Swivel Bar & Counter Stools$449 at West ElmThere's no denying the appeal of the swivel. And if you foresee your bar stools serving a primarily social function, you'll want to seek that out. As Dorothy Scarborough, Editorial Assistant at ELLE Decor and Town & Country says: "Bar stools, by their very design, are tricky. When you're a few martinis in, it's fun to swing your legs and turn in circles, but when you're trying to enjoy a bowl of cereal, bar stools make for a less than ideal experience. This West Elm design has a higher back and arms, and at only 26 inches off the ground, doesn't make you feel like you're sitting on a tower. It's almost like a real chair, but it has all the jazzy chicness of a barstool."Adam Stool$610 at framacph.comOf course, not all stools need to be tall chairs. The perch-type stool can serve its function expertly, even with a minimal design, like this one from Frama. Dimension30" H x 17" W x 10" DFeaturesPowder coated frame, oiled seat; steel frame, oak seatAdvertisement - Continue Reading BelowErgonomic PerchWayland stool $1,110 at oandgstudio.comPrepare for a comfortable perch with this statuesque stool from O&G Studio. Says ELLE Decor's Market Director, Benjamin Reynaert: "I personally sit-tested the Wayland Stool, and let me tell you—the carved solid wood seat isn’t just a design detail, it’s a comfort revelation, perfectly pairing form with the casual functionality of its bamboo-inspired turnings and classic box stretcher base, all available in a palette of 19 hand-applied stained finishes that highlight the American craftsmanship of O&G Studio."Dimensions25" H x 21.25" W x 18" DFeaturesMade with ash and maple wood, stained; "stylized bamboo turnings of the Wayland Family."Industrial chicSteel Stool$129 at ZARA HomeFrom Zara Home comes this sharp number. Not as tall as some, and, clearly, not intended for hours of sitting, this steel stool brings a chic taste of the industrial to any room. Dimensions17" H x 11" W x 11" DAdvertisement - Continue Reading BelowWinsome Winsome Satori Stool$36 at AmazonWith a curved wooden seat and a classic, ladder-leg construction, this Winsome Satori stool is chic, simple, and affordable. Bonus: It's available in multiple heights.Dimensions16" H x 18" W x 29" DFeaturesSolid beech wood with a walnut finishLancaster Stool $48 at webstaurantstore.comIndustrial but make it comfortable: The Lancaster stool comes in multiple colors and heights. Plus: the cushion is removable, making these stools stackable for easy storage. Dimensions24" H x 16 " D x 16" WFeaturesFrame is coated steel, and the cushion is corrosion-resistant powder coated vinyl. Holds up to 400 lbsAdvertisement - Continue Reading BelowCurvy and Cushy Lulu and Georgia Ashford Bar Stool$598 at Lulu and GeorgiaThis curvy stool from Lulu and Georgia comes with the brusque silhouette of its industrial cousins tempered by the soft edges, arched lines, and plush seat of a comfortable chair.Dimensions30" H x 18.25" W x 18.25" DFeaturesAsh wood frame, foam cushion; hand-crafted and made from sustainable materialsThe Heavy-Lifting VacationerAlastair Bar & Counter StoolNow 37% Off$264 $167 at Joss & MainA return to the vacation rattan, this classic, backless stool comes with all the attitude of a beach cabana at a reasonable price. Offered in multiple colors and heights for beach-adjacent rooms of all sorts. Surprisingly, perhaps, this stool claims to hold up to 500 lbs, making it the heaviest lifter of them all. Dimensinos24'' H X 16'' W X 16'' DFeaturesMade from rattan and plastic, it can hold up to 500 lbsAdvertisement - Continue Reading BelowInnovative eleganceMoon Stool$880 at sunatsix.comIt's all about the considered design on these moon stools. But, made from solid white oak treated with tenna oil, they're also stain resistant and built for use. Dimensions30” H x 19.5” W x 16”DFeatureshand-made from white oak using traditional joinery; three finishes availableHigh-quality classic Range Stool$1,200 at assemblyline.coThese classic stools are solid wood, handmade, and all about the understated beauty of quality. Which also means you'll need to order these well in advance of your first soiree, as they take roughly 12 to 14 weeks to make. Dimensions25” H x 13” L x 13” WFeaturesMade from white oak; multiple finishes available.Advertisement - Continue Reading BelowMainstays Natural wood stool$35 at WalmartYes, Walmart makes a totally serviceable, classic wooden bar stool. Sold in packs of two, and available in multiple heights, they get the job done. Dimensions13.50" H x 29.00" D x 13.50" WFeaturesMade from woodFrequently Asked QuestionsWhat makes a bar stool comfortable? Let's be honest: Most stools are not built for comfort. Especially the perch variety, as we're calling it—stools with just a flat shelf or round disk to sit on—are functional. If comfort is high on the must-have list, look for a perch with a slightly concave seat, engineered for the shape of a human body. Or skip the perch and go for stools with backrests and cushions. Here's a rule of thumb: the thicker the cushion, the higher the back, the longer you'll want to sit. Ideally, however, you'll find a showroom to test out any piece you're looking to invest in. How do you clean a stool? Most of the stools we've listed have specific instructions for cleaning, but non-abrasive cleaners are always recommended. And, most if not all of the stools we've chosen are intended for indoor use only. Even indoors, however, keeping your stools out of direct sunlight will help preserve the finish. Advertisement - Continue Reading BelowWhy Trust Us?For more than three decades, ELLE DECOR has covered stylemakers, trendsetting interiors, and must-have home furnishings. With a focus on the latest design trends and ideas about how to incorporate them into improving your own space, we’re your go-to resource for elevating and beautifying your home. Our team of editors and interior design pros research and review every new article we publish to ensure you have the most up-to-date, expert-approved information.
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  • Two Unreal & Unity Asset Bundles

    Two Unreal & Unity Asset Bundles / News / June 14, 2025 /

    There are a pair of asset bundles for game developers on Gumroad from Leartes, the Summertime Unreal Engine Assets Bundle and the Summertime Unity Assets Bundle. Make sure you use code S60 at checkout to drop the price from to ! As you can see from the video below with assets running in the Godot game engine, the assets can easily be exported to other game enginesand there are a number of handy guides below.
    Summertime Unreal Asset Bundle Contents:
    Environments:

    Dark Medieval Environment Megapack
    Modular English Mansion Environment
    Demonic Village Environment
    Stylized Wild West Environment
    Haunted Prison Environment
    Medieval Village Environment
    Forgotten Echoes Environment
    Desert Planet Environment
    Fire Watch Tower Environment
    Medieval Russian Village Environment
    Oriental Building Environment
    Horror MansionMadrid Street Environment
    Bowling Alley
    Stylized Countryside
    English Cottage Interior
    Stylized Eastern Province Environment

    Tools and Other Assets:

    Ultimate Lighting and Camera ToolUltimate Level Art Tool
    Cosmos 50% Discount Coupon
    Cosmos One month Subscription
    SFX Character Movement
    SFX Cyberpunk Guns
    Cosmos Rocket PluginVFX Explosion
    VFX Blood
    SUV 04
    SUV 01 Driveable / Animated / Realistic

    Summer Time Unity Asset Bundle Contents:
    Environments:

    Dark Medieval Village Environment MegapackModular English Mansion Environment
    Demonic Village Environment
    Medieval Village Environment / Camelot
    Fire Watch Tower Environment
    Abandoned Horror Mansion Interior
    Bowling Alley Environment
    Stylized Countryside
    Spanish Cottage Environment
    Chinese Alley Environment
    Tortuga Lighthouse Island
    Ramen Restaurant Environment
    Stylized Lowpoly Cyberpunk City
    Stylized Japanese Shrine Environment
    French Quarter Street Environment
    Will’s Room Environment
    Witch Village Environment
    Office Corridor Environment
    Neptune’s Roman Bath
    Vintage Bar Interior Environment

    Tools and Other Assets:

    Cosmos 50% Discount Coupon
    Cosmos One month Subscription
    SFX Character Movement
    SFX Cyberpunk Guns

    If you are looking at using the Unreal or Unity assets in another game engine, be sure to check out the following conversion guides:
    You can learn more about the Unity and Unreal Engine asset bundles in the video below. Once again, be sure to use the code S60 at checkout. Using links on this page helps support GFS
    #two #unreal #ampamp #unity #asset
    Two Unreal & Unity Asset Bundles
    Two Unreal & Unity Asset Bundles / News / June 14, 2025 / There are a pair of asset bundles for game developers on Gumroad from Leartes, the Summertime Unreal Engine Assets Bundle and the Summertime Unity Assets Bundle. Make sure you use code S60 at checkout to drop the price from to ! As you can see from the video below with assets running in the Godot game engine, the assets can easily be exported to other game enginesand there are a number of handy guides below. Summertime Unreal Asset Bundle Contents: Environments: Dark Medieval Environment Megapack Modular English Mansion Environment Demonic Village Environment Stylized Wild West Environment Haunted Prison Environment Medieval Village Environment Forgotten Echoes Environment Desert Planet Environment Fire Watch Tower Environment Medieval Russian Village Environment Oriental Building Environment Horror MansionMadrid Street Environment Bowling Alley Stylized Countryside English Cottage Interior Stylized Eastern Province Environment Tools and Other Assets: Ultimate Lighting and Camera ToolUltimate Level Art Tool Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns Cosmos Rocket PluginVFX Explosion VFX Blood SUV 04 SUV 01 Driveable / Animated / Realistic Summer Time Unity Asset Bundle Contents: Environments: Dark Medieval Village Environment MegapackModular English Mansion Environment Demonic Village Environment Medieval Village Environment / Camelot Fire Watch Tower Environment Abandoned Horror Mansion Interior Bowling Alley Environment Stylized Countryside Spanish Cottage Environment Chinese Alley Environment Tortuga Lighthouse Island Ramen Restaurant Environment Stylized Lowpoly Cyberpunk City Stylized Japanese Shrine Environment French Quarter Street Environment Will’s Room Environment Witch Village Environment Office Corridor Environment Neptune’s Roman Bath Vintage Bar Interior Environment Tools and Other Assets: Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns If you are looking at using the Unreal or Unity assets in another game engine, be sure to check out the following conversion guides: You can learn more about the Unity and Unreal Engine asset bundles in the video below. Once again, be sure to use the code S60 at checkout. Using links on this page helps support GFS #two #unreal #ampamp #unity #asset
    GAMEFROMSCRATCH.COM
    Two Unreal & Unity Asset Bundles
    Two Unreal & Unity Asset Bundles / News / June 14, 2025 / There are a pair of asset bundles for game developers on Gumroad from Leartes, the Summertime Unreal Engine Assets Bundle and the Summertime Unity Assets Bundle. Make sure you use code S60 at checkout to drop the price from $99 to $39! As you can see from the video below with assets running in the Godot game engine, the assets can easily be exported to other game engines (especially from the Unreal Engine bundle) and there are a number of handy guides below. Summertime Unreal Asset Bundle Contents: Environments: Dark Medieval Environment Megapack Modular English Mansion Environment Demonic Village Environment Stylized Wild West Environment Haunted Prison Environment Medieval Village Environment Forgotten Echoes Environment Desert Planet Environment Fire Watch Tower Environment Medieval Russian Village Environment Oriental Building Environment Horror Mansion (Abandoned Grand Mansion, Exterior + Interior, Modular) Madrid Street Environment Bowling Alley Stylized Countryside English Cottage Interior Stylized Eastern Province Environment Tools and Other Assets: Ultimate Lighting and Camera Tool (ULCT, Unreal Engine Plugin) Ultimate Level Art Tool Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns Cosmos Rocket Plugin (Drag and Drop to Unreal Engine Plugin) VFX Explosion VFX Blood SUV 04 SUV 01 Driveable / Animated / Realistic Summer Time Unity Asset Bundle Contents: Environments: Dark Medieval Village Environment Megapack (Modular with Full Interiors) Modular English Mansion Environment Demonic Village Environment Medieval Village Environment / Camelot Fire Watch Tower Environment Abandoned Horror Mansion Interior Bowling Alley Environment Stylized Countryside Spanish Cottage Environment Chinese Alley Environment Tortuga Lighthouse Island Ramen Restaurant Environment Stylized Lowpoly Cyberpunk City Stylized Japanese Shrine Environment French Quarter Street Environment Will’s Room Environment Witch Village Environment Office Corridor Environment Neptune’s Roman Bath Vintage Bar Interior Environment Tools and Other Assets: Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns If you are looking at using the Unreal or Unity assets in another game engine, be sure to check out the following conversion guides: You can learn more about the Unity and Unreal Engine asset bundles in the video below. Once again, be sure to use the code S60 at checkout. Using links on this page helps support GFS (and thanks so much if you do!)
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