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News

80lv
80.lv > articles > why-game-studios-are-turning-to-external-development-partnerships

Why Game Studios Are Turning to External Development Partnerships

5+ day, 18+ hour ago   (979+ words) We spoke with Juego Studios CEO, Suman Balakrishna, about how external development has evolved over the past decade, the growing importance of production ownership, where AI delivers meaningful value inside real game pipelines, and why maintaining older live-service titles, shipping…...

80lv
80.lv > articles > create-sculpted-looking-edge-details-with-decals-in-blender

Add Editable Edge Detail To Your Blender Meshes

5+ day, 21+ hour ago   (213+ words) Generate decals in just a few clicks, and place and fine-tune them exactly how you want. Originally started as a simple mesh decal script, this has grown into a full add-on for creating non-destructive decals along mesh edges. Gilad Baruch's…...

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80.lv > articles > this-simulation-game-lets-you-test-your-artistic-skills

This Simulation Game Lets You Test Your Artistic Skills

6+ day, 15+ hour ago   (230+ words) Would you like to play this game? Steel Soul Shaper is a narrative-driven simulation game in which you play as a cyberware surgeon running a secret clinic in a cyberpunk world. If you are someone who likes to repair or…...

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80.lv > articles > inside-a-custom-facial-animation-pipeline-for-an-indie-horror-short

Inside a Custom Facial Animation Pipeline for an Indie Horror Short

1+ week, 3+ day ago   (841+ words) Jev Belyaev broke down the workflow behind his animated horror shorts, explaining how he combines a custom facial animation system with reusable FACS shapes to handle everything from facial shapes to eyes and jaw tracking. The main goal of this…...

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80.lv > articles > unveiling-the-pipeline-behind-aaa-quality-indie-game-characters

Unveiling the Pipeline Behind AAA-Quality Indie Game Characters

1+ week, 3+ day ago   (872+ words) Discover how indie developers are using Character Creator 5 and iClone 8 to build AAA-quality indie game characters faster. From solo creators to small studios, these real-world case studies showcase streamlined character pipelines for Unreal Engine and Unity. The gap between indie…...

80lv
80.lv > articles > gel-sand-sim-running-in-browser-on-apple-vision-pro

Immersive Gel, Sand & Water Simulations On Apple Vision Pro

1+ week, 3+ day ago   (146+ words) "Care for a slice of hand-chopped physics jelly?" James C. Kane unveiled a new immersive demo featuring gel, sand, and water simulations on Apple Vision Pro, powered by WebXR and WebGPU via Three.js. He says it's the first implementation he's…...

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80.lv > articles > how-game-discovery-actually-works-and-fails-in-2026

How Game Discovery Actually Works, And Fails, in 2026

1+ week, 4+ day ago   (870+ words) Distribution got democratized. Discoverability got concentrated. GAM3S.GG Head of Operations Eliza Crichton-Stuart speaks out on what that gap means for players and developers, and how to close it. Distribution has never been easier. Anyone can ship a game to a…...

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80.lv > articles > testing-shoulder-deformation-with-joints-on-curves

Full Torso Deformation With Joints On Curves

1+ week, 6+ day ago   (185+ words) Check out Matt Le-Fevre's approach. Matt Le Fevre, Senior Technical Artist at Ninja Theory, recently revisited an old project based on a system where poses drive curves, which in turn drive joints, which looks pretty elegant. He has presented a…...

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80.lv > articles > experience-the-legend-of-zelda-breath-of-the-wild-in-vr-with-this-free-mod

Experience Breath of the Wild in VR with This Free Mod

1+ week, 6+ day ago   (158+ words) Crementif shared their project on GitHub. Check out a mod that brings the 2017 action-adventure The Legend of Zelda: Breath of the Wild to VR, created by modder Crementif, with a new trailer made by WunderbarVR. The large-scale project has been…...

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80.lv > articles > richard-bartle-mmo-monetization-virtual-worlds-players-express-themselves

Virtual Worlds Were Supposed to Let Players Express Themselves

2+ week, 2+ day ago   (1557+ words) MUD1 co-creator Richard Bartle reflects on the origins of virtual worlds, the player-developer contract, free-to-play, pay-to-win, Web3, and why lasting MMOs need purpose before monetization. When Roy Trubshaw and I created MUD1 at the University of Essex in 1978, I was not trying to…...