Art Direction
April 11th, 2010
Art direction in games dictates how the game will look while taking into account technical goals for the project. Good art direction results in distinctive visuals that make the gameplay clear and leave you with technical resources to spare, while also maintaining a simple workflow for creating the art. If that seems complicated, it is! I have been trying to ...
Overgrowth Soundtrack: Stealth 2
April 8th, 2010
We've uploaded another song to the Overgrowth Soundtrack playlist on YouTube. The songs are composed by the talented Mikko Tarmia and often feature Anton Riehl on the flute. Today it is my pleasure to reveal to you stealth track number 2. Be sure to do it justice by listening to it in HD. Unlike Stealth 3, which is controlled ...
Comic Final Update!
April 1st, 2010
It has fallen upon us to present the crushing conclusion to our first Overgrowth comic! I was really excited to iron out the loose ends in this story, and am grateful to the fans who have stuck with us over the months. I'm really happy with how it turned out. Sometimes it takes a lot of energy to create ...
Reusing textures for multiple objects
March 31st, 2010
In my last two blog posts, I talked about temporary textures, and how to use those to make final textures. In this post I will point out some of the main reasons I am building assets this way for Overgrowth. This is the wall and pillar I am using as the main parts of a larger palace object. On the ...
Overgrowth fan art spotlight - Chris Pollitt's Red Rabbit
March 28th, 2010
This is another guest art post from Chris Pollitt aka ^_^ on the forums. We've already bragged about him once for his amazing Rat Dude but now he's done it again with the new Red Rabbit. Below are the details he was kind enough to share with us about his development process. Rat Dude loaded into Overgrowth I ...