Our friend Edmund McMillen, the prolific game designer responsible for amazing titles like Gish (as seen in David's design tour), Time Fkuc and Super Meat Boy, was admitted to the…
We've explained the virtues of open development in depth, but it's not obvious how this development strategy should apply to the Overgrowth story. I've already seen brief…
We've discussed a lot of the subtle techniques we're using to make the Overgrowth characters look realistic, but we still haven't explained the most important graphics technique in…
One feature that I really want to see in Overgrowth is an auto-update system. Each week we release a new Overgrowth alpha. Since there is no incremental update system in place…
Continuing our series of Overgrowth-inspired art, I would like to share some stylized character portraits that Andrew (aka Resin) posted on page 1 of the fan art thread. We had a…
Here is a new character I just completed. Originally I was planning on making a raider, but the sketch I had done was not working out too well in 3D, so I decided to switch gears…
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 rim lighting shader went a long way towards making the fur look soft when lit from behind, but it still looked hard when lit from the side. This problem is so prevalent in…
Our live chat widget continues to be a useful tool for meeting professionals in the industry, offering customer service and introducing new visitors to our site. However, enough…