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Receiver Art Asset Overview

June 22nd, 2012

If you follow this blog, you are probably aware that David and I attempted the 7DFPS challenge. There were only two rules: you needed to make a game, and you had to have fun. Surprisingly, "complete the game in 7 days" was not one of the official rules... which is good, because it ended up taking us 9 days! Here ...

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Announcing Receiver

June 18th, 2012

This week we participated in the 7 Day FPS challenge, and created a new game called Receiver. It is free for all Overgrowth preorderers (here), and anyone else can get it separately for $4.99. Here is a video showing some of the features we focused on: Be sure to watch it in HD! Aubrey also made a trailer, focusing ...

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Art Asset Overview #32

May 31st, 2012

In this video I demonstrate how to manually change the terrain model to create caves (with some new cave rock assets). I also show some photos I took in Carlsbad Caverns when I stopped there during my drive to San Francisco. Be sure to watch it in HD! We've talked about it before, but I think it's important ...

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Art Asset Overview #31

May 9th, 2012

This video shows off a new level I'm working on while attempting to refine the visuals. I would like to achieve finished-looking levels in the next few weeks so that I can focus more on level design and less on art assets. I spent some time on new terrain textures and more experimentation with the detail objects system. I ...

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Art Asset Overview #30

April 14th, 2012

I have been really busy this week with moving to San Francisco, but before I left I was able to finish a few art assets. For these sets I focused on making sure they worked well with the existing gameplay, and were more fully optimized so that I can put more models in each level. Be sure to watch it ...

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Art Asset Overview #29

March 13th, 2012

I finally finished up the new dog model for Overgrowth (which you can preorder here). As David has added new features, the requirements for making new characters have gone up. Currently the characters require a color texture, normal map, specular map, a fuzz map for translucency, and about a dozen morph targets. Some of the features I have still not ...

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Wolfire GDC 2012 Summary

March 12th, 2012

Last week, we demonstrated Overgrowth at the GDC 2012 expo! Since we are participating in their "Indie Open House" program, Gamespy set up a booth for us with three computers and three screens, which you can see here: We shared it with the other Indie Open House members: Interabang, Cryptic Sea, and Misfits Attic. If you're not familiar with ...

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