Insights / Guides & studio archive

INSIDE
THE PROCESS.

Practical guides to Unreal Engine, multiplayer, VR and game art. Catch up on 2025–2026 through our retrospective reviews, or explore the original studio archive.

Showing 1–9 of 40 articles

A pale blue hollow layered cube with textured inner layers and curved blue sheets
VR

2026 so far: platform choices needed clearer acceptance tests

A review through 14 October 2026: choose engine features and VR input modes with a support statement your packaged build can actually demonstrate.

3 min read
Game-development workstation
Development

When should you upgrade an Unreal Engine project?

An engine upgrade needs a production reason and an acceptance plan. Compare dependencies, packaged builds and representative gameplay before moving the team.

5 min read
White topographic contour lines crossing a dark square grid
Industry

Late 2025: worldbuilding tools changed what a handoff needed

When worldbuilding tools matured, the delivery question expanded from which assets to hand over to which rules, dependencies and checks made them usable.

3 min read
VR headset and controller testing
VR

Planning VR input: controllers, hand tracking and reliable recovery

How to scope controller and hand interactions without turning a convincing VR prototype into a fragile production experience.

5 min read
Red, pink, blue and gold light trails converging across a black background
Industry

First half of 2025: faster iteration became a production decision

Early 2025 made iteration speed a practical production question: how quickly could teams test real content on the hardware they planned to ship?

3 min read
Layered blue ribbon waves with warm highlights against a dark background
Development

Shader stutter in packaged Unreal games: a PSO investigation workflow

A repeat run on a developer PC can hide the hitch a new player will see. Investigate packaged-build frame spikes, confirm PSO coverage and make loading behavior deliberate.

5 min read
VR testing at a workstation
VR

PCVR to Quest 3: plan optimization before cutting art

A standalone port needs a target renderer, a measurable frame budget and a repeatable headset test. Start with the bottleneck, then protect the visual cues that matter.

5 min read
Radial blue and gold networks surrounding a bright circular center
Multiplayer

Planning an Unreal Engine multiplayer game beyond the prototype

A practical production plan for replication, player grouping, server placement and the work that continues after a multiplayer game launches.

5 min read
Purple wireframe loops drawn over a light textured paper background
3D Art

What a game-ready 3D art pipeline should deliver

From an approved silhouette to a verified engine asset: the decisions and acceptance checks that make 3D art usable in production.

5 min read
ByOwls studio showreel
ByOwls artwork