Xbox Dev Guide 🎮, UE5 Road Tools 🚧, Unity Sci‑Fi Shaders 🧪

Nov 17, 2025

Tech & Tools Spotlight 🚀

BranchK Update: 3x Faster Foliage Deforms, Now Works on Any Mesh

BranchK, the community-driven toolkit for trees and foliage, just added non-BK mesh support and big performance gains. BK Point Capture and Deform now auto-acquire orientations from rest meshes, scale data, and run about 3x faster than standard Surface Deform. It’s free with an active Discord community—just remember: no redistribution and proper credit required.

UnrealDrive: Pro Road Networks, Metadata, and Decals for UE5

UnrealDrive is a new UE5.5/5.6 plugin for building digital twins and GTA-style worlds with production-ready road systems. Design complex junctions, sidewalks, and specialized lanes, then populate scenes with streetlights, vegetation, and bridges. Per-lane markings and road metadata power gameplay like speed limits, priorities, and triggers, while decals add wear, snow, and dirt for realism. Includes C++ and Blueprint APIs and an active Discord community.

VFX & Shader Inspiration 🎨

Translucent Prosthetic Unity Shader Brings Gelatin-Like Sci‑Fi Materials

3D artist Sakura Rabbit unveiled the Translucent Prosthetic Unity Shader, a “gelatin rubber” material for realistic, transparent sci‑fi prosthetics and robotic parts. The project files are available on the artist’s Fanbox. Known for standout Unity experiments—facial wrinkles, rain shaders, and more—this release is a fast path to sharper character and VFX materials.

Foldable Paper Donut Shows UE Vertex Magic with Easy Vertex Anim

Inu Games showed off a foldable paper donut animation built with Easy Vertex Anim, a tool that creates vertex animations directly in Unreal Editor. Based on Pivot Painter 2.0, it splits meshes, edits pivots/attributes, and generates UVs, data textures, and animated materials for fine-tuned results. The demo includes a “chaotic” variant and practical fan exhaust shutters. The tool is available on Fab, with behind-the-scenes footage on X/Twitter.

Game Dev Guides & Playbooks 🎮

Ship on Xbox: Microsoft Publishes End-to-End Dev Guide, No Account Needed

Microsoft has opened its Xbox Game Publishing Guide to everyone, outlining the full path from ID@Xbox signup to release configuration and certification across console, PC, and handhelds. The docs require no account and will be regularly updated. Recent changes cover onboarding, wish list/pre-order/release rules, Insider Program guidance, and certification test services. Devs can also discuss the guide in the Microsoft Game Dev Discord.

From Boomer Shooter to Bestseller: Cultic’s Design and Marketing Playbook

Thomas Brush sits down with Cultic creator Jason Smith to unpack Chapter 2’s launch—covering episodic release hurdles on Steam, DLC value, and review dynamics. They dig into level design tradeoffs like “confusion vs. being lost” and why an auto-map made the cut. Expect concrete production tips in Unity, smart feedback handling, and scope control. Plus, real talk on long-term marketing vs. viral spikes and AI’s ethical use in indie dev.

Indie Journeys & Engine Stories đź§Ş

From Layoffs to Rat Wars: A Solo Dev’s Godot-Powered Comeback

After 2024’s layoffs, artist Brian James Murphy doubled down on a lifelong rat obsession and went “solo all the way” to build Rat Wars: The Rat ’Em Up. Godot (plus a Brackeys tutorial) finally clicked after Unity/GameMaker stalls, but total control meant wearing every hat—design, QA, marketing, and support. His biggest surprise: how fast 2D sidescroller screenshots get dismissed. Discipline, family-driven urgency, and a clear vision fueled the 18-month journey to release.

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