Blog - Page 2
Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.
What Is Lumen in Unreal Engine 5: Real-Time Global Illumination Explained
Lighting has always been one of the most technically demanding parts of a game art pipeline — and for most of Unreal Engine 4’s lifespan, getting realistic lighting into a shipped game meant accepting a tradeoff: either bake your lightmaps and lock your scene in place, or go fully dynamic and accept the visual quality […]
04.06.2026
How to Brief a Game Art Studio for UE5 Production
The single most expensive mistake in game art outsourcing is not choosing the wrong vendor — it is giving any vendor a brief that leaves too much to interpretation. Misalignment between what a studio expects and what an external team produces does not announce itself at the kickoff call. It surfaces four weeks into production, […]
28.05.2026
Unity HDRP vs Unreal Engine 5 for 3D Production: Choosing Your Engine
Introduction The Unity HDRP versus Unreal Engine 5 comparison stopped being a clean technical match-up in February 2026. That’s when Unity confirmed what many tech leads had suspected for over a year: HDRP is moving into maintenance mode. No new features are planned. Engineering effort consolidates around URP. Nintendo Switch 2 support and stability fixes […]
20.05.2026
What Is Nanite in Unreal Engine 5: A Technical Guide for 3D Production Teams
There’s a moment in every UE5 project when someone on the art team asks the same question: “Do I need to retopologize this, or can I just throw it straight into Nanite?” If you’re an AAA-tier art director managing a multi-platform production pipeline, that question lands differently than it does for a junior modeler. Because […]
11.05.2026
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