Bezy AI Test ✨, UE Tweening 🎞️, WebGPU GI 💡
🎮 Smarter Scene & Level Building
Auto-Build Your Unity Game Scenes with Bezi Actions
An indie dev builds a Star Wars–style pod racer in Unity with heavy help from Bezi Actions, an AI agent that edits the scene for you. By feeding it organized assets, simple scripts, and a thorough design doc, he has Bezi generate HUD, prefabs, colliders, triggers, timers, and boost mechanics in a few clicks. The AI stumbles on some UI sprite details but still nails most of the setup. The result: more time for art, music, and level polish instead of mind-numbing scene grunt work.
Mastering Unreal’s Tween Tool: Blend, Push/Pull, and Overshoot Like a Pro
Learn how to supercharge your UE5 animation workflow with the Tweener Tool’s hidden modes. The creator walks through Blend Neighbor vs Tween, shows how Blend Ease favors poses for instant easing, and demonstrates Push/Pull with Overshoot to exaggerate motion and create satisfying overshoots. You’ll also see Smooth/Rough in action for smoothing noisy data, and Time Offset and Move Relative for retiming and reconnecting animation clips without shifting keys. Ideal for animators working in Sequencer and the Curve Editor.
📈 Animation, Curves & Polish
Mastering UE 5.6’s New Curve Editor: Lattice and Smart Snap
Unreal Engine 5.6 brings major upgrades to the Curve Editor, and this walkthrough shows exactly how to use them. The instructor demonstrates new view modes for clearer curve visualization, then digs into the Transform and Lattice tools to scale, skew, and flip animation curves with precision. You’ll also see how turning off time snapping, then using Smart Snap and Buffer Curves, lets you safely compress baked animation and rebuild clean keys on whole frames. It’s all about faster, cleaner animation editing directly inside Unreal.
How to Build Surfel‑Based Global Illumination in WebGPU
A graphics engineer shows that modern, compute‑heavy global illumination is now possible on the open web by implementing surfel‑based GI in WebGPU. The article explains each stage—surfelization, hash‑grid building, BVH ray tracing, importance‑guided sampling, temporal filters, and occlusion via radial depth atlases—and how they fit into a 13‑pass compute pipeline. Despite the lack of hardware ray tracing and strict binding limits, the system achieves responsive, physically plausible diffuse bounce lighting in real time. It’s packed with interactive visualizations, code, and clear pointers to the research it builds on.
💪 Motivation & Long‑Term Dev Grind
From Hype to Grind: Pushing Through the Game Dev Valley
Your New Year game dev project felt amazing at first, but now it kind of sucks—this video explains exactly why. The creator breaks down how content creation, invisible refactors, and over-familiarity with your own game quietly destroy motivation. You’ll learn to batch content, time-box refactors, lock mechanics until playtests, and use early external feedback instead of your burned-out instincts. The core message: cut scope, push through the “valley of despair,” and finish small games instead of endlessly quitting.