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Pen and paper: next-gen design tools

January 5th, 2009

When designing algorithms for 3D rendering, it's often tricky for me to visualize what I'm doing. I find that if I stop for a few seconds and sketch the idea out using pen and paper, it helps understand how it all fits together. There are all sorts of computer programs that let you make charts and outlines really ...

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Overgrowth Level Concepts

January 2nd, 2009

One challenge I have as the artist on Overgrowth is working with David so that each area can help tell the story of the game. As a gamer, I don't like having to sit through drawn-out cinematics when I could be playing. To help avoid that, I am working hard so that the visuals of each level tell you ...

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Concept Art to Finished Asset

December 25th, 2008

Anyone who follows this blog will have seen a few of our highly polished concepts for characters in Overgrowth. I went all-out on these, detailing the grass or fur and backgrounds. Making them in full color. While I really enjoyed creating them, they are only a small part of the concept work that gets done. The main purpose of concept ...

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6 Tips For Game Devs (from the Gaming SDForum)

December 15th, 2008

Hey guys, I recently attended a conference about the video game industry: the Gaming SDForum. During the conference I had the chance to hear the inside scoop from a lot of industry professionals. I left with 6 major takeaways that I think can help every game developer. 1. Make your game fun! This was opening speaker, Bernie Stolar's, main ...

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