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  1. Industry

    A Saudi studio raises $1.45 million for original PC games

    Majestic Mind Games, based in Jeddah, announced a $1.45 million round co-led by Merak Capital and Impact46, with backing from NEOM. The studio was…

    Source: Wamda

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    Majestic Mind Games, based in Jeddah, announced a $1.45 million round co-led by Merak Capital and Impact46, with backing from NEOM. The studio was founded in 2023 by Lujain Albukhari and Majed Anbar, and builds original titles aimed at PC first, with selected games expanding to console and mobile later.

    The detail that matters to a student in Amman is not the amount but the team size: a small named core — a lead artist and a programmer — and a bet on original IP rather than outsourcing services.

    This is the pattern repeating across the region right now: small studios, early funding, looking for people who can carry several jobs at a reasonable standard. Which is precisely the opening that suits someone who has finished a whole project with their own hands, because a team of four does not hire for a single skill.

  2. Industry

    Two people, a six-dollar game, 20 million copies in two months

    Meccha Chameleon, a $5.99 multiplayer hide-and-seek game, was released on Steam by two Japanese developers on 10 June 2026 and passed 20 million…

    Source: Inven Global

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    Meccha Chameleon, a $5.99 multiplayer hide-and-seek game, was released on Steam by two Japanese developers on 10 June 2026 and passed 20 million units sold on 12 August — roughly two months later.

    The details worth more attention than the number: the team is two people, one programmer and one director-artist. The game is built in Unreal Engine and uses Epic Online Services for matchmaking rather than dedicated servers. Development took about two months, because the pair had shipped six Steam games since late 2024 and reused the multiplayer framework they built along the way.

    That is the real shape of an overnight success: not a brilliant idea that appeared from nowhere, but a sixth project by a team that kept shipping and kept learning. The lesson is a practical one — finish the small game and release it, because the scaffolding you build today is what makes the next project possible in two months.

  3. Industry

    Blender 5.2 LTS: physics inside Geometry Nodes, and a lighter Cycles

    Blender 5.2 arrived on 14 July 2026 as a Long-Term Support release. The most significant addition is an experimental physics framework inside…

    Source: CG Channel

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    Blender 5.2 arrived on 14 July 2026 as a Long-Term Support release. The most significant addition is an experimental physics framework inside Geometry Nodes, through an XPBD Solver node, which lets hair and cloth be simulated in the node tree rather than in a separate system.

    Among the practical additions: a Mesh Bevel node, a Thin Wall mode on the Principled BSDF for thin surfaces such as paper, leaves and soap bubbles, and the LoopTools operations folded into core modeling instead of an add-on.

    The feature you will feel first is the Cycles texture cache. Converting textures to .tx files cut memory use in some demo scenes by as much as 80%, at a slight cost in render time. If your machine chokes on a large scene, that is the setting to try before buying a bigger card.

  4. Industry

    The game art job market: only 11% of roles are entry-level

    A monthly analysis of game art job listings counted 1,605 roles posted in June 2026 by 817 studios across more than 40 countries. The numbers are…

    Source: Artblast

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    A monthly analysis of game art job listings counted 1,605 roles posted in June 2026 by 817 studios across more than 40 countries. The numbers are worth reading slowly: 34% of listings were senior or lead, and only 11% were entry-level or junior.

    By geography, North America came first at 41%, then Europe at 31%, Asia-Pacific at 13%, and the Middle East and Turkey at 8%. Also, 77% of the roles were on-site rather than remote.

    Two things we take from it for our students. First, the entry-level door genuinely is narrow, and a portfolio showing finished work in a named production pipeline is what gets you read inside that 11%. Second, the region's share has room to grow, and the job nearest you is usually at a small studio that advertises rarely — you hear about it through events and through people, not through job boards.

  5. Industry

    Unreal Engine 5.8 lands: MegaLights production-ready, a lighter Lumen

    Epic shipped Unreal Engine 5.8 on 17 June 2026. The headline is that MegaLights has moved to production-ready, which means hundreds of dynamic…

    Source: 80 Level

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    Epic shipped Unreal Engine 5.8 on 17 June 2026. The headline is that MegaLights has moved to production-ready, which means hundreds of dynamic shadow-casting lights are now a thing you ship rather than a thing you try.

    Alongside it comes a Lumen Medium Quality mode, a lighter form of dynamic global illumination aimed at lower-specification and handheld hardware. Mesh Terrain also arrives as experimental: terrain built from a 3D mesh rather than a heightmap, which makes caves, overhangs and floating islands possible in the terrain itself.

    What that means for you in practice: if you are building on 5.8, revisit the lighting compromises you made to avoid the cost of shadows. And if you are mid-project on an older version, an engine upgrade is a decision to take between milestones, never in the middle of one.

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