Our Technical Artist Vladislav Sobolev shares how we at Cubic Games tackled the challenge of optimizing draw distance in open-world games like Block City Wars
BCW Project Manager Gennady Khmyznikov explained the difference between the burndown chart and its extended version
In this article, Valeriya Berlenko, Content Producer, explores the unique role and responsibilities of a Concept Artist
Goncharova Natalia, Recruitment Team Lead, shares her thoughts on how pair recruiting can speed up the selection process, reduce the likelihood of errors and increase the chances of finding the right candidate
Our CEO, Dmitry Amroyan, would like to share with you what we learned while porting our FPS from mobile to PC
Pixel Gun 3D's Head of Community Nikita Glazkov details the different types of gamers developers can appeal to and how to engage with them