In the last year, artists have created many brilliant works of art inspired by Overgrowth, so we have been highlighting our favorites here on the blog. So far we have shown you…
When I talk to aspiring game designers, I often notice some strange behavior. They're evasive about their ideas, almost coy, as if they've stumbled across a secret gold mine. They…
I recently made some changes to the inspector UI system in Overgrowth to make it more powerful and look cooler. To recap, the inspector is essentially a flexible dialog that pops…
Anton Riehl, the man responsible for the amazing live flute recordings you've heard in the Overgrowth Soundtrack, flew up from LA to visit the Bay Area this week. So last night we…
I use reference images to make the textures that I put on objects in Overgrowth. It's easy to get texture reference images from websites like CGTextures, but that can be limiting…
In the last year, artists have created some brilliant compositions inspired by Overgrowth. Now we're highlighting some of our favorites here on the blog! Below are some character…
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…
Here is the next part in my 3D model tutorial series (part 1, part 2, part 3). This part covers sculpting the high-detail model that will later have its detail "baked" into a…
Working as a game developer, I often find myself thinking about everything in the terminology of games and programming. Sometimes, to change things up, I like to find a piece of…