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A blog conceived, directed and written by Gianluca Scattarella

Everything you watch and play was built by someone, on a budget, against a deadline.

Games, film, anime, 3D and the hardware underneath — read from the production side. What a decision cost, and who paid for it.

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This is a working 3D environment and technical artist writing for other people who make things — environment and technical artists, indie and mid-size studio teams, virtual production crews, and the hardware-curious end of the games audience. Coverage runs across games, real-time graphics, hardware, AI tooling, film and TV production, and manga, with the same question underneath all of it: what did this cost to build?

Review units and hands-on

Hardware, software licences and early builds. GPUs, workstations, displays, capture and scanning kit, DCC and render tooling. I cover what I can put through real production work rather than a spec sheet.

Tool and pipeline coverage

If you build something artists use — a renderer, a plugin, an asset pipeline, a scanning workflow — I am interested in what it changes about the job, not the feature list. That tends to make a more useful piece than a launch post.

Sponsorship and placement

Section sponsorship and banner placement on the blog. I will tell you which pieces perform and which do not, because the alternative is you finding out on your own and not coming back.

How I handle it

  • Anything gifted, loaned or paid for is disclosed in the piece itself.
  • Sponsored and affiliate links carry rel="sponsored". I do not sell link insertions into existing articles, and I do not publish guest posts written to place a link — that is against Google’s policies and it would damage the site faster than it would pay for itself.
  • Editorial control stays with me. You get the coverage, not the verdict, and I will say so up front if the answer is going to be unflattering.
  • Review units get returned or disclosed as kept, whichever you prefer.
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