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      Blog - Page 4

      Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.

      Player Retention Through UX Design: What Actually Moves the Curve

      Player Retention Through UX Design: What Actually Moves the Curve

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A studio ships an FTUE redesign, watches Day-7 retention move a few points, and nobody can say for certain whether the interface fixed it, a balance patch fixed it, or a marketing […]

      22.09.2026

      Game Engine Performance Optimization: Diagnose the Bottleneck Before You Fix Anything

      Game Engine Performance Optimization: Diagnose the Bottleneck Before You Fix Anything

      Game engine performance optimization only works in the order that sounds obvious and gets skipped constantly: profile first, then fix what the profiler actually shows you – not what looks expensive. The most common failure mode isn’t a bad optimization technique. It’s applying a real technique to the wrong bottleneck, spending a milestone’s worth of […]

      21.09.2026

      Stylized vs Realistic 3D Production: What Actually Drives Your Team, Schedule, and Cost

      Stylized vs Realistic 3D Production: What Actually Drives Your Team, Schedule, and Cost

      Stylized vs realistic 3D production is usually framed as a fixed team-structure question, but the honest answer is that style alone does not determine who you need to hire. A producer who assumes “realistic” automatically means a hard-surface-heavy team, or “stylized” automatically means a concept-heavy one, is scoping against a stereotype rather than the asset […]

      18.09.2026

      Inside the Game Production Pipeline: What Changes From Pre-Production to Live Ops

      Inside the Game Production Pipeline: What Changes From Pre-Production to Live Ops

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A game production pipeline is the sequence of phases a project moves through from an early concept to a live, updated product, and studios name and slice those phases differently. For this […]

      17.09.2026

      What a Mood Board Actually Does in Game Production

      What a Mood Board Actually Does in Game Production

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A mood board in game production is a curated set of visual references, narrowed down from a much wider pool, that helps establish or refine a visual direction – tone, palette logic, […]

      16.09.2026

      Finding the Friction Points a Game UX Audit Is Supposed to Catch

      Finding the Friction Points a Game UX Audit Is Supposed to Catch

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A game UX audit is a structured review of a shipped game or a playable build that identifies specific friction points – moments where the interface or interaction design creates confusion, wasted […]

      15.09.2026

      Wireframe to Production-Ready Files: The Full Game UI Design Process

      Wireframe to Production-Ready Files: The Full Game UI Design Process

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” The game UI design process is the sequence that turns an interface requirement into something a team can actually build – it moves from a wireframe (structure and flow, no visual polish) […]

      14.09.2026

      Unity URP vs HDRP: Choosing Render Pipeline

      Unity URP vs HDRP: Choosing Render Pipeline

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” Choosing between Unity’s two render pipelines used to be a straightforward feature trade-off: URP for reach, HDRP for fidelity, both actively developed, pick based on your platform target. That framing stopped being […]

      11.09.2026

      Material Editor in Unreal: PBR Materials Without Code

      Material Editor in Unreal: PBR Materials Without Code

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A game with two hundred props doesn’t necessarily need two hundred independently authored materials – reusable master materials and material instances can cover whole families of assets that share compatible material requirements. […]

      10.09.2026

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