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      Blog

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

      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

      UE5 World Partition Workflow: Streaming, HLOD, and Team Organization for AAA Open Worlds

      UE5 World Partition Workflow: Streaming, HLOD, and Team Organization for AAA Open Worlds

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” World Partition is Unreal Engine 5’s system for building open worlds that are too large to fit in memory: it stores the entire world as a single persistent level, automatically divides it […]

      19.08.2026

      Unity Subscription vs Unreal Royalties: What Each Engine Actually Costs a Studio

      Unity Subscription vs Unreal Royalties: What Each Engine Actually Costs a Studio

      “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” Unity and Unreal Engine price access to their engines in fundamentally different ways, and calling both a “royalty” is inaccurate. Unreal Engine charges a 5% royalty, and only after a title crosses […]

      18.08.2026

      Hire an Unreal Engine Developer: A Technical Vetting Process for AAA

      Hire an Unreal Engine Developer: A Technical Vetting Process for AAA

      A resume that lists Nanite, Lumen, and World Partition tells you almost nothing. Reading about a system and shipping with it under a real performance budget are two different skill levels, and a standard interview rarely tells them apart – it checks whether the candidate knows the vocabulary, not whether they’ve hit the walls that […]

      17.08.2026

      Unity vs Unreal Licensing: What Each Engine Actually Costs Your Project

      Unity vs Unreal Licensing: What Each Engine Actually Costs Your Project

      Unity vs Unreal Engine licensing costs come down to two fundamentally different bets: Unreal asks for a cut of your success, Unity asks for a fixed fee regardless of how the game performs. Neither is simply “cheaper” – which one costs more depends entirely on your revenue, your team size, and how long your project […]

      30.07.2026

      Maya vs Blender for Production Pipelines: A Team-Level Decision

      Maya vs Blender for Production Pipelines: A Team-Level Decision

      Maya vs Blender for production pipelines gets asked constantly and answered badly, because most comparisons default to a feature checklist – polygon tools here, sculpting there, renderer bake-offs – when the question a studio actually needs answered sits one level up: which tool does your team standardize on, what happens when an asset has to […]

      24.07.2026

      Modular Prop Kits for Games: Grid Systems, Snapping, and Reuse

      Modular Prop Kits for Games: Grid Systems, Snapping, and Reuse

      Modular prop kits for games are the backbone of every AAA open world built on a production schedule instead of a blank check — a small set of interlocking pieces, reused hundreds or thousands of times, standing in for the impossible task of hand-modeling every wall, floor, and corner a player will ever see. In […]

      17.07.2026

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