Zane Devon retweeted
Hey everyone in #gameart #gamedev! I am still available for fulltime/part time and freelance Senior/Lead character art projects! I have tons of experience with stylized game art with some of the biggest studios out there!
-you can check out more here-
🎨dan.artstation.com/
Zane Devon retweeted
🚨 CLOSED PLAYTEST 🚨
Fleetbreakers' next playtest runs from June 12th 10AM EST to June 15th 10AM EST. 🚀
If you want to participate in an exclusive test of our RTS roguelite, join the Discord and sign up now. ⬇️
We’re looking for fleet captains. 🫡
#indiedev #indiegame #rts #gamedev
Zane Devon retweeted

The Last Homely House@AHomelyHouseJun 5
🇺🇸
United StatesConnected via United States Android AppAccount-level information, not a live location or per-post device.
Take the W's where you can - there's more of them than you think.
Zane Devon retweeted
I still genuinely think the best thing you can do as a developing artist is recognize that GenAI is mostly a trap that a lot of people are falling for. There are so many skills you can grow and AI is more or less a distraction, an inferior workflow and delivers worse results.
Zane Devon retweeted

Noah Bradley@noahbradleyMay 26
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United StatesConnected via United States Android AppAccount-level information, not a live location or per-post device.
You will always feel like you are too late. You will always feel like things used to be easier/better.
These feelings are not necessarily true nor are they feelings you should base your actions on.
Because in ten years people will look back at right now in the same way.
Zane Devon retweeted
Here's a look at the character customization system I helped develop for Streetdog BMX 🚲
Zane Devon retweeted
-LOOKING FOR WORK- I am STILL looking for a full time gig- >10 years experience -skilled in multiple styles and pipelines, as well as knowledge in other disciplines. - I have worked with multiple RnD teams for large studios such as Blizzard and Riot -hit me up!
Hey it's me! Dan! Character artist for games. I make cool creatures, things and people. That's neat!
---Find my work here---
dan.artstation.com
or
artstation.com/dan
Zane Devon retweeted

Noah Bradley@noahbradleyMay 17
🇺🇸
United StatesConnected via United States Android AppAccount-level information, not a live location or per-post device.
I spam this list of books from time to time and, it turns out, they're all still great
Noah Bradley@noahbradley22 Jun 2023🇺🇸
United StatesConnected via United States Android AppAccount-level information, not a live location or per-post device.
Top 10 books on making art:
1. Art & Fear amzn.to/3XsXGUI
2. The Art Spirit amzn.to/3Xq0lhJ
3. How Pictures Work amzn.to/3JPWLIr
4. Imaginative Realism amzn.to/3qPXYsi
5. Color and Light amzn.to/3Nl79Zl
Zane Devon retweeted
I want to remind you that this is still ongoing, there are 24 more days to go.
It's a 5e setting, I know, but it has its own flavor, it's original, reinventing classic fantasy tropes in a weird way like Morrowind did, and has a lot of art drawn by me.
kickstarter.com/projects/lil…
Zane Devon retweeted
Sharing some work I have done on The Long Dark : Wintermute Episode 5. This is Methuselah's new model for Episode 5. #thelongdark #gameart #characterart
Just released a Substance Painter filter that creates half tones! and it's FREE
Get it on Jinxxy or Gumroad
jinxxy.com/Fara/HalfToneFilt…
farafox.gumroad.com/l/HalfTo…
Zane Devon retweeted
The Met Introduces High-Definition 3D Scans of Dozens of Art Historical Objects thisiscolossal.com/2026/03/m…
Zane Devon retweeted
I wrote a pretty extensive article about curl noise and how it can be used for real-time VFX assets. Check it out! Project files for IlluGen are included!
linkedin.com/pulse/curl-nois…
Zane Devon retweeted
Everyday I look at my sculpt references and Ako Sculpt's work humbles me emotionally.
Zane Devon retweeted
If you are an aspiring 3D environment/prop artist, it's very important that you understand the scarcity of texture memory. Production artists go to great lengths to squeeze the most from the least possible amount of textures.
If you are building a portfolio, include pieces that showcase:
- trim sheets,
- vertex paint masks,
- utilization of multiple UV sets,
- tiling textures and how you hide their repetition.
These works won't get you hundreds of likes, but they'll show that you have the right sensibilities. You don't have to be a tech artist and build an entire pipeline. Just showing that you are aware of those concepts is a strong signal to your future lead.
You do need pretty renders and hero props to get likes, establish your name and attract recruiters.
But don't ignore the biggest pain point of every single graphics-heavy production.
My favorite resources on the topic:
- The Ultimate Trim: Texturing Techniques of Sunset Overdrive — Morten Olsen (Insomniac Games)
Elegant and lightweight pipeline, almost an art form in itself.
- Behind the Art of Battlefield and Battlefront — Joel Zakrisson (DICE)
My personal favorite. Love the double UVs and the detail normals. Revisited this article many times over the years.
- Cyberpunk 2077: A World Full of Substance — Krzysztof Krzyścin (CDPR)
The gargantuan scale of CP2077, vast sightlines, high detail density — CDPR created a miracle.
- Driving Innovation: A New Vehicle Pipeline for 'The Last of Us: Part II' — Matthew Johns (Naughty Dog)
Helps drive home the actual sizes of used textures.
- Building the World of 'The Ascent' — Tor Frick (Neon Giant)
Teaches you what does and doesn't matter in production. Shows you how much data you can squeeze from an asset (color masks, mesh maps).
- Seaside Town UE4 — Vytautas Katarzis
All-time classic. Hyper-optimized doesn't mean ugly.
- Old Freight Car — Aleksandr Silantev
Very thorough breakdown that takes you deep behind the scenes.
- Modular Wood-Shack Kit: Insurgency Sandstorm — Vuk Banovic
Beautiful little example of how far you can take a single texture set.



































