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Overgrowth a199 video changelog

June 19th, 2013

Here is the new Overgrowth alpha video! Don't forget that you can help support us, try out our alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth. If you'd like to see real-time news about Overgrowth, you can follow me on Twitter at @wolfire. document.getElementById ...

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Art Asset Overview #41

June 7th, 2013

In this Art Asset Overview, I show the concept for the main menu UI and talk a bit about some new software I'm using. For a couple of years, I've been interested in trying some alternate workflow methods, but I was concerned that the new assets wouldn't match up well with the older ones. However, I thought ...

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Art Asset Overview #40

May 12th, 2013

In this Art Asset Overview, I demonstrate some experiments with 2D/3D art: assets that are painted by hand, but have some 3D structure to support layering and parallax effects. We were thinking this might be an appropriate style for the Overgrowth “metagame”, where the player makes higher-level decisions, compared to the concrete moment-to-moment decisions of stealth and combat. I ...

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Receiver's Greenlight Journey

April 30th, 2013

Receiver was finally released on Steam today -- check it out here! There is a one-week launch sale bringing the price down to $3.99. If you already have Receiver or Overgrowth, then you can claim your Steam key on your Humble Store download page (linked from your purchase email). Whenever a game is greenlit, there are always two questions that ...

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GDC13 Summary: Animation Bootcamp Part 6/6

April 10th, 2013

This talk was really ambitious, attempting to discuss the entire context of animation and story, rather than the mechanics of animation itself. I didn’t take many notes at this point because my phone ran out of batteries, so this is largely from memory. I hope the speakers forgive me if I mixed or left out anything important! Designing a ...

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GDC13 Summary: Animation Bootcamp Part 5/6

April 9th, 2013

Giving Purpose to 1st Person Animation Ryan Duffin, Senior Animator, EA/Danger Close Ryan has animated games since 2001, including first-person weapon animation for Battlefield 3, Killzone 2, and Medal of Honor: Warfighter. He began by demonstrating how first-person animations look in third-person, showing footage from games like Mirror’s Edge and Dead Island. They look bizarre, with very little ...

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GDC13 Summary: Animation Bootcamp Part 4/6

April 8th, 2013

In this series of posts, I summarize my takeaways from some of the GDC 2013 sessions for anyone who couldn’t be there, starting with the animation bootcamp sessions on the first day. These are reconstructed from notes and memory, and may not exactly match what the speakers said. Animating the 3rd Assassin Jonathan Cooper, Animation Director, Ubisoft Montreal Jonathan ...

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