Designing the USS Protostar Cargo Bay: When a Starship Lands, Everything Changes
Most starships in the Trek universe never touch the ground. The USS Protostar does. And that single design decision changed everything about how the Cargo Bay had to work.
One Game, Six Countries, One Visual Identity
Giza. Vatican. Himalayas. Sukhothai. Shanghai. Each with its own architecture, its own light, its own thousand years of history. And yet, the moment a player steps into any of these locations in Indiana Jones and the Great Circle, there's no question which game they're in.
What NDA Work in AAA Game Dev Really Means
If you've checked a concept art studio/artist portfolio and found nothing new in over a year, that's not necessarily a red flag.
From the Archive: NUEN’s Early Concept Work on Arkheron
We are thrilled to see the fantastic reception for Arkheron, the intense team-PvP looter by Bonfire Studios, following its recent gameplay reveal and playtest weekends!
Interview: Behind the Design for Star Trek: Prodigy
“This project was never just about designing a cool spaceship.”
Vietnamese artists joining global stage, DO and DON'T?
“What is it really like to work on a global project?”
It’s a question we have asked ourselves many times, especially in the early days when we first received briefs from studios, agencies, publishers, production houses, or major IP holders outside Vietnam’s creative scene.
Bringing Iron City to Life: NUEN Studio’s Journey on Alita: Battle Angel
“Some projects arrive with a brief. And then some projects arrive with a weight.”