#76 — June 26, 2022

From news: AMD has opened the sources of FSR 2.0, an up-to-date note from Forbes about the state of game development in the country and about layoffs of entire studios, Unity Gaming Services has left the beta.

Of interest: artificial intelligence in DOOM, 100-day results in Blender 3D and error history, working on Horizon Forbidden West as a technical artist, anime-style attention in Blender.


AMD open source FSR 2.0

And released demo projectwhich will allow you to study how the integration takes place.

“There is no money, do what you want”: the departure of game studios from Russia

Actual note from Forbes about the state of game development in the country and about layoffs of entire studios.

Unity Gaming Services is out of beta

it a wide range of online components from Unity for grid, matchmaking, liveops, voice, monetization, and more. All through a single admin panel.

VK Play has reduced the commission for all game developers from 30% to 5%

In addition, VK Play provides each new downloaded game up to 350 thousand impressions.


1200 new free 2K HDRIs from MattePaint

More 1200 Panoramic HDRI Sky Imagescovering different times of the day and weather conditions.

Bundle Learn Game Development for Beginners

New Humble Bundle from GameDev.tv Staff for Aspiring Game Developers. This is a set of courses on a wide range of game development topics including Unity, Unreal, Math, C++, Blender, Construct 3 and more.

Interesting articles/videos

Artificial intelligence in DOOM

DOOM is the forefather of first-person shooters and defined an entire generation of games in the 90s. Project so far study not only because of his fame, but also because he excelled under severe technical constraints, long before most of today’s instruments and standards. Lightmap translated an article about how artificial intelligence works in Doom and the tricks that the developers used to create interesting combat situations.

Results for 100 days in Blender 3D. Error History

Author tells about trying to work on my projects and how I made so many mistakes that it was possible to publish a multi-volume book on how not to do it.

Working on Horizon Forbidden West as a technical artist

Stefan Grunewud of Guerrilla Games told about working on a game, explained what it means to be a technical artist, and spoke about the possibilities of games.

The Case for Use.GPU – Reinventing rendering one shader at a time

AT article describes the work done to make GPU operations reactive, declarative, and composable, and to remove a huge chunk of the boilerplate.

You can poke the WebGL demo.

Inferno in 3D

In the next article, the author talks about the creation of cities from the Third Heroes. This time it’s Inferno’s turn.

How to use vector to draw smooth and crisp props: tool overview and examples

Smirnov School tellhow to work with a vector, why it is better to use it when drawing props and what to pay attention to when drawing.

Single-pass power-of-two texture packing

AT article presents a method for packing individual power-of-two textures into an array of textures, and discusses placement rules and how to pack them.

There is also a short example.

Mobile game testing automation with Airtest IDE and other solutions

Roman Melkumov, a tester at IT Territory, talked about automating mobile game testing using the Airtest IDE, as well as discussed other options that they used and what it led to.

Creating a massive temple with a garden in Substance 3D and Unreal Engine

Saerom Yun told about working on the Middle Temple Lane project, explained how the vegetation was created, and showed how Smart Materials helped to get the desired texture.

How can an artist get a job in a game company and start earning more

Recommendations from the art director of the Nexters game studio Anton Kravets on every stage of getting a job.

Design and philosophy of the ephemeral HYPER//ECHO

HYPER//ECHO is a playable video game art exhibition that explores how our ever-changing relationship with technology intertwines with our natural human desire to create and communicate our own legacy. AT article analysis of the project.

Mechanics of motivation in games. Foundation in game design. And how important are they?

What motivates us to play video games? What makes them go from beginning to end? Why do we return to certain projects? Why do we buy new ones? And what does it give us?

There is also text decryption.

Creating a Weathered Car in ZBrush, Blender and Marmoset Toolbag

François Larier told about working on the Toyota FJ60 Offroad project, explained how rust was created, and showed the rendering setup in Marmoset Toolbag 4.

Class Decomposition: An Approach to Game System Diversity Using D&D and Racing as an Example

resource an approach in class design.

How to Use the AMD FidelityFX Super Resolution 2 (FSR 2) Plugin in Unreal Engine

package also includes FSR2MovieRenderPipeline plugin that allows you to use FSR 2 for faster rendering when using Unreal Movie Render Queue.

Death of a Game: Elyon (Ascent: Infinite Realm)

The video tells about the approach of Asian games, the delay in exits and about errors specifically by Elyon.

How to make facial expressions and not die?

The author tried to reveal the whole modeling process as carefully as possible. Today we are talking about mimics.

Creating a Cedar Forest in ZBrush, Substance 3D and Unreal Engine

Allen Wu told about working on the Cedar Forest project, explained how the foliage textures were created, and shared some tips for budding artists.

Analysis of the VFX effect created as part of the VFX challenge

A full analysis of the small effect that was made for the Level Up challenge can be found in article.

Fluid physics in Murus

Developers shared behind the scenes of work on fluid physics in the game.

How to make a game that was supposed to be small but ended up being huge

Speaking at the 2022 GDC, Adam Alker of People Can Fly talks about the production history of Outriders, the studio’s massive growth, and the challenges that growth has brought with it.

Building a data generator in Blender. Part 3: Materials and lighting

In the article, the author talks about how to make the scene more realistic: set up lighting, add shadows, create a texture for an object, the properties of which will be changed through the API.

Creating water ripples in Blender and UE5

Leo Torres shared a method for creating realistic water ripples using Blender and Unreal Engine 5.

Stylized 2D shader in Unreal Engine 5

Found on ArtStation. There you can also find a bunch of useful links on the topic.

SideFX talk about SOP Volume Adjust Look

SideFX plans to talk about the creation of all of its tools in the future.

Comparison of texture decoders

Aras Prankevicius decided to study various available BCN decoders.


Anime Style Animation in Blender

From Twitter.

Seyda Ning from Morrowind in Unreal Engine 5

Painter recreated the first location of the legendary game and made it very realistic. According to the artist, the village was created using Megascans and Unreal Engine 5 with a set of modeling tools.

New art and concepts for Love, Death + Robots from employees

Several artists have shared their work on ArtStation.

Jurassic World meets Dark Souls

Found in Twitter.

Simulating the entrance to Diagon Alley from Harry Potter in the vertex shader in Godot

From Twitter.

Miniature world animation created in Unreal Engine 5

Created using City Sample asset and tilt-shift effect (50mm lens, f/0.01). Rendered at 24 fps and then authored in After Effects slightly sped up the footage and added a posterization time of 10 fps to give it a stop-motion animation effect, to make it appear more miniature.

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