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Art Asset Overview -- Arena

May 22nd, 2011

This week for Overgrowth (which you can preorder here) I finished up the first pass on the core arena assets. There is still a lot left to do for the arena, so I am planning on talking about the details next time. For now, I will let the video speak for itself! Be sure to watch it in HD! For ...

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Winter sound effects video

May 14th, 2011

Tapio mentioned earlier that he would be doing some short "making of" videos for Overgrowth sound effects, and he just finished the first one. You can see some of the spectacular Finnish icescapes that he used to record sounds for winter scenes. Check it out here: Be sure to watch it in HD! If you liked this video, be sure ...

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Art Asset Overview #13 -- arena prototype

May 6th, 2011

This week for Overgrowth (which you can preorder here) I started prototyping the arena in the engine so that I could check the scale and get a feel for it. The process of using a simple blocky prototype in level design is called "gray boxing", and it is a common practice some types of games. This is the first time ...

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Art Asset Overview #12

April 25th, 2011

This week for Overgrowth (which you can preorder here) I finished the "sphere" crete set and started doing concept art for a new arena set. I also have been working on a physical sculpture to help expand my modeling skills. Finally, there is a little something extra on account of the holiday! Be sure to watch it in HD! Expect ...

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Half-done mocap retargeting video

April 23rd, 2011

I recently posted some videos of half-done character physics and character skinning in order to share some of crazy sights I see while working on animation technology. Here's another video showing some early attempts at motion capture retargeting, which is the process of taking an animation created for one character and applying it to another character: Be sure to ...

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Art Asset Overview #11

April 8th, 2011

This week for Overgrowth (which you can preorder here) I finished the "hex" crete set, and started using a more defined schedule. Although any schedule has to be flexible, I have found setting dialy goals pretty useful now that I have worked out most of the kinks in my model pipeline. Be sure to watch it in HD! I also ...

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Half-done character skinning video

April 6th, 2011

A while ago I posted a video of half-done character physics, showing how intermediate stages of development can look very strange. Here's another video showing some early attempts at skinning, which is the process of attaching the character model to the animation bones: Be sure to watch it in HD! I hope you like it! A lot of these ...

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