It's been our policy to leap on every interview opportunity that comes our way. We've already had a smattering of interviews (including a feature in Igromania magazine and a…
When I am designing levels, I always seem to need more big rocks. The tricky thing about making really massive rocks is that they require equally massive textures, which can use up…
Why are decals important? The decal is one of my favorite 3D graphics tools. It serves so many purposes: covering seams, spicing up tiling textures, adding unique details, and…
When I was at GDC this year, one of the IGF finalists that really caught my eye was a sidescrolling platformer brawler called Cletus Clay. The game is being developed by team Tuna…
Sometimes we spend so much time programming and playing video games (and Magic cards), that we forget what the real world looks like. Luckily, this weekend, we took a trip to…
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…
Since launching the Overgrowth webcomic a few days ago, a lot of people have been asking about our custom viewer. Here's a brief outline of all of its features and some insight on…
This weekend, we'll be blogging from Sierra City, CA! We've all gone up together for some 'team building exercises'. Just kidding. Actually it's for fun. One of the things we've…
I've started prototyping the fighting in Overgrowth, and found that the charged attacks in our old design doc were too complicated to be fun. For now I reverted to the Lugaru…