In addition to interviewing Dan Tabar, I had the good fortune to hear some additional thoughts on game development and fitness from Matthew Wegner. Matthew is one of the founders…
Great strides have been made on all fronts the past few weeks. Aubrey's awesome character models, David's hardcore animation editor work and Jeff's fancy UI's have come together to…
Since David assembled the Wolfire team about a year ago, he has encouraged us to balance out our long hours spent hunched over our computers with some vigorous exercise. He has…
Iteration is one of the most important aspects of game asset development. Sometimes there are aspects of an asset that take an inordinate amount of time to iterate, or some things…
Here is what is new in Overgrowth in this weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
The animation editor is a pretty complicated UI element that will let us make keyframe animations in Overgrowth. I covered the evolution of its UI design in an earlier blog post…
Here is my new character, a rabbit civilian. We would like to have a lot of non-combatants in Overgrowth, and so I created this more generic character. The dyed camouflage on his…
We've just uploaded another Overgrowth music track to our YouTube channel. The songs are composed by the talented Mikko Tarmia and often feature Anton Riehl on the flute. It's been…
When I started texturing these latest characters I had a lot of trouble getting a nice fur effect quickly. I usually don't use a lot of custom brushes, but they can be very…