Working this past year on Overgrowth has been a great experience. I feel really privileged to be taking part in such a large, creative, and self-directed project with a group of…
Game saving feels like a fairly benign topic at first. However, if you stop to reflect on the issue, the mechanics of progress saving have a dramatic impact on your gaming…
More Overgrowth music has arrived on our YouTube channel. The songs are composed by the talented Mikko Tarmia and often feature Anton Riehl on the flute. Today it is my pleasure to…
We've already discussed ambient occlusion for terrain and for objects, but we haven't yet discussed how it applies to characters. Ambient occlusion (AO for short) is a measure of…
When I loaded Aubrey's new rabbit model, it was clear that we needed a new rendering method in order to do it justice. Our basic object shader works best for hard surfaces like…
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…
As you might know, we were recently invited to give a talk at GDC Austin about our PR strategy, which is essentially to be as open and transparent as possible. As promised here are…
Most UI is designed in terms of pixels, with the assumption that a pixel is a constant unit of measurement. This is troubling because, depending on the user's resolution and…
Whenever we post a new model for Overgrowth, a comment we often get is "there's no way that can go in the game -- there are way too many polygons!" That is true. However, we can…