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      Blog

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

      Cross-Platform Art Delivery: One Asset Pipeline for PC, Console and Mobile

      Cross-Platform Art Delivery: One Asset Pipeline for PC, Console and Mobile

      A cross-platform game art pipeline decides, before production starts, which work is shared between PC, console and mobile and which work is done once per target. Adding a console or mobile target after assets have been approved can expose assumptions made for the original platform: some assets can be reused through target-specific settings, others need […]

      16.10.2026

      Art Outsourcing for Live-Service Games: Seasons, Skins and Vendor Capacity

      Art Outsourcing for Live-Service Games: Seasons, Skins and Vendor Capacity

      Live service game art outsourcing brings external artists into an ongoing content roadmap. For teams that organize that roadmap into seasons, the planning challenge is to match each content batch to the skills, review time and integration window it needs, while accounting for work that overlaps between releases. “Editorial illustration created for visual reference purposes. […]

      15.10.2026

      What a Weekly Art Production Report Should Contain

      What a Weekly Art Production Report Should Contain

      A weekly art production report helps you assess whether outsourced work is progressing toward agreed acceptance criteria before a formal milestone review. It should show each asset’s stage, pending reviews, blockers and the decisions needed from your team. “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or […]

      14.10.2026

      Outsourcing Studio vs Freelance Marketplace: Total Cost of Ownership for Game Art

      Outsourcing Studio vs Freelance Marketplace: Total Cost of Ownership for Game Art

      Choosing between a game art studio and freelancers hired through a marketplace requires comparing the full cost of delivery and ownership. The quoted production price is the starting point. Briefing, art direction, reviews, integration, continuity and handover may be included, excluded or shared with your team under either arrangement. This guide compares individually contracted marketplace […]

      12.10.2026

      Vendor Lock-in in Game Art Outsourcing: Keeping Your Pipeline Portable

      Vendor Lock-in in Game Art Outsourcing: Keeping Your Pipeline Portable

      Vendor lock-in in game art outsourcing can build up even when deliverables and ownership are defined. Dependencies may remain in undocumented conventions, shared resources the client cannot access independently, required vendor-only tools or unrecorded style decisions. These become transition barriers when another qualified team needs to continue the work. If you are an outsourcing decision-maker, […]

      07.10.2026

      Source Files & Handover Package: What You Should Receive on Delivery

      Source Files & Handover Package: What You Should Receive on Delivery

      A game art delivery can look complete and still leave gaps for the next production team. The approved assets import correctly, but a later variant request, a vendor change or an engine upgrade shows that the package lacks the complete source files or dependencies those changes need. Exports such as FBX can still be edited. […]

      01.10.2026

      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

      LOD (Level of Detail) for Real-Time 3D: Polygon Budget Guide

      LOD (Level of Detail) for Real-Time 3D: Polygon Budget Guide

      Most polygon budget conversations start with the wrong question: “how many polygons should this asset have?” There is no single answer, because the number depends on the asset’s role in the scene, the platform it ships on, how long and how closely the camera actually sees it, and which LOD tier is being measured. A […]

      09.09.2026

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