Ludum Dare 22 write-up
December 20th, 2011
If you haven't heard, Ludum Dare 22 just ended, and you can try all the games here. Ludum Dare is an "accelerated game development" event, in which participants try to make an entire game over the course of a weekend. This seemed like a fun way to work on a new game without taking much time away from Overgrowth ...
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 ...
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 ...
GDC Session Summary: Halo networking
March 11th, 2011
This is a summary of a GDC talk given by a senior networking engineer at Bungie, David Aldridge. In this talk he explained the core ideas behind the netcode in Halo 3 and how it was improved for Halo: Reach. This talk was two hours long, so my summary is quite long as well. The talk started with a practical ...
GDC session summary: Battlefield 3 Radiosity
March 7th, 2011
I attended some great talks at the Game Developer Conference, so I'd like to summarize some of my favorites for you in blog post form. The first one was given by a senior artist at DICE, about: Radiosity in Battlefield 3 If you're not familiar with radiosity, it refers to bounced lighting -- for example, if you shine a ...
Markuss' "Old China" Overgrowth Mod
February 2nd, 2011
The following is a guest post by the amazing Markuss. Hi folks, Markuss here, some of you will have seen the oriental 3D art assets I’m producing, in this blog post I’ll give you some insight into how I approached this large amount of work. Editor's note: each of these videos was recording with a different alpha ...
Half-done character physics video
January 27th, 2011
I usually add new features in stages and as you might expect, half-done feature can look very strange. Whenever I get anything especially weird-looking, I record it for posterity. From that collection, I put together a short video showing the intermediate stages of the character physics in Overgrowth: Be sure to watch it in HD! I hope you found that ...