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チュートリアル

Environmental storytelling that players actually read

Most environmental storytelling goes unnoticed. What players register in a two-second glance, the before-then-event dressing method, cause-and-effect proximity, lighting the key prop, and a worked example you can copy.

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Illustration comparing an evenly spaced grid of dots with natural clusters
チュートリアル

Why your scattered vegetation looks fake, and the five rules that fix it

Random scatter is not how nature works. Clustering, attract/avoid species relationships, edge gradients, structured size variation, and terrain logic form five rules that turn procedural placement into a believable ecosystem, with the numbers that make each one work.

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Graphics card with a copper heatsink and fan shroud on a blue circuit board
チュートリアル

The Unreal Engine plugins worth installing in 2026: eleven that earn their slot

A short, honest list of Unreal Engine plugins that pull their weight in 2026, including MetaHuman, Datasmith, Niagara, Ultra Dynamic Sky, SpeedTree, Substance, Worldscape, EasyFog and more, with a plain test for whether a plugin belongs in your project.

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チュートリアル

Level design tools that actually matter: the stack behind a finished space

A practical guide to the level design toolset, covering picking an engine, blockout and greybox tools, modelling and texturing, scatter and vegetation, measurement, and asset management, plus which tools are worth adding and which are just noise.

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Illustration of a grey blockout turning into a fully dressed scene
チュートリアル

From greybox to gold: the pass order that keeps environments on schedule

The proven five-pass sequence for building game environments (blockout, macro, structure, set dressing, polish), with exit criteria, time budgets per pass, the vertical-slice trick, and the failure pattern each pass exists to prevent.

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Illustration of a stylised sea with a floating crate and a sinking statue
製品アップデート

Water that behaves: a first look at Numivo Water

A first look at Numivo Water for Unreal Engine, covering film-quality ocean, lakes, underwater and caves judged against reference photographs, physically based light and foam, and Drop-a-Mesh buoyancy that floats or sinks any object with zero setup.

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Illustration of a shoreline with colour-coded depth bands and a swimmer
チュートリアル

Designing playable water: depth, edges and the rules players learn

Water in games is a design material, not a backdrop: how color and motion encode depth and danger, why shorelines are composition lines, water as a pacing tool, cave and underwater spaces, and the consistency contract that keeps players trusting every pool.

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Illustration of a door and corridor with a human figure and measurement lines
チュートリアル

The level design scale cheat sheet: real-world measurements that make spaces feel right

Door widths, ceiling heights, the stair formula, corridor widths and cover heights, real architectural measurements for level designers, the game-space multipliers shipped titles use, the engine-unit trap, and a one-hour workflow to lock your own metrics.

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製品アップデート

Introducing Numivo: level design tools that feel native

Why we built a scatter, blending and measuring toolkit that lives inside Unreal Engine 5 and Unity instead of next to them.

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Illustration of a circular scatter brush placing rocks on a ground plane
チュートリアル

How to scatter rocks in Unreal Engine 5: fast, believable, performant

A practical UE5 scattering workflow, covering density painting, slope masks, species rules and clustering, that stays performant because everything bakes to instances.

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Illustration of Numivo scene data being baked into engine-native asset files
チュートリアル

Zero runtime cost: how Numivo bakes everything to native engine assets

The architecture decision behind Numivo, why every scatter, blend and grid becomes a plain engine asset, and what that means for your builds, your repo and your team.

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Illustration of a release timeline running from version 0.9 to version 1.4
製品アップデート

From beta to v1.4: everything that shipped this year

A tour through Numivo's release history, covering Smart Grids, species relations, the 1M-asset content browser, and the small fixes that made daily work smoother.

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