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Steam News12 October 20258mo ago

Developer Blog #5: Designing Atlas (Part 2)

Station Managers, Our Technical Art Director Brett Shields takes you on a deep dive into the art and technical process behind The Atlas Problem's visual identity.

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Full The Atlas Problem update

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  • Gameplay
changedStation Managers, Our Technical Art Director Brett Shields takes you on a deep dive into the art and technical process behind The Atlas Problem's visual identity. From kitbashing marketplace assets to create detailed interiors, to using Unreal's modeling tools for custom structures, to the full pipeline of creating the Station Manager's character arms with AI-assisted concept work. Discover how we evolved from triangle grids to hexagons, why we moved away from Houdini, and the extensive manual work that still goes into every game-ready asset - even when using modern AI tools for ideation. Read the full post here! Don't forget to download our demo and join our Discord community to discuss the development process!

The Atlas Problem changes

changedStation Managers, Our Technical Art Director Brett Shields takes you on a deep dive into the art and technical process behind The Atlas Problem's visual identity. From kitbashing marketplace assets to create detailed interiors, to using Unreal's modeling tools for custom structures, to the full pipeline of creating the Station Manager's character arms with AI-assisted concept work. Discover how we evolved from triangle grids to hexagons, why we moved away from Houdini, and the extensive manual work that still goes into every game-ready asset - even when using modern AI tools for ideation. Read the full post here! Don't forget to download our demo and join our Discord community to discuss the development process!

Station Managers, Our Technical Art Director Brett Shields takes you on a deep dive into the art and technical process behind The Atlas Problem's visual identity. From kitbashing marketplace assets to create detailed interiors, to using Unreal's modeling tools for custom structures, to the full pipeline of creating the Station Manager's character arms with AI-assisted concept work. Discover how we evolved from triangle grids to hexagons, why we moved away from Houdini, and the extensive manual work that still goes into every game-ready asset - even when using modern AI tools for ideation. Read the full post here! Don't forget to download our demo and join our Discord community to discuss the development process!

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Steam News / 12 October 2025

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