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From Star Wars to Superman, how Industrial Light & Magic's art team pictures possibilities on screen
By James Clarke published
Supervising art director Jason Horley reveals all about ILM's concept art culture.

This solo dev's cosy game is set in a hand-painted Japan-inspired world made with Unreal Engine 5
By Alan Wen published
How rural Japan and Shinto influenced Argyro Brotsi's debut game.

Can a video game be both 'AI-generated' and 'handcrafted'?
By Joe Foley published
Fabula Rasa is "co-authored" by players, and it's never the same twice.

Exploring the Baroque art DNA of GreedFall: The Dying World
By Ian Dean published
Creative Director Jehanne Rousseau reveals the influences and unexpected beauty of making the game.

How facial performance capture has evolved from Avengers Infinity War to The Fantastic Four First Steps
By James Clarke published
Visual Effects Supervisor Phil Cramer discusses how advances in Digital Domain's Masquerade are shaping VFX.

Designing the Lovecraftian horror of Cthulhu: The Cosmic Abyss
By Ian Dean published
Creative Director Thomas Veauclin explains why there's art in restraint over spectacle, even in Unreal Engine 5.

Why new sci-fi adventure Obex leans into low-fi DIY effects (and not AI)
By Alan Wen published
“There are smarter, faster ways, but they lose something,” director Albert Birney says of his ode to retro games and physical media.

From Avatar to KPop Demon Hunters, the 2026 VES Awards winners in full
By Joe Foley published
See who won best character design.
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