Overgrowth Rap
December 2nd, 2009
David suggested a while ago that I try to make an informational video to help familiarize people with Overgrowth. I thought oh snap, maybe I should try to rap. I had been brainstorming some verses for quite some time muse must have paid me a visit because suddenly everything seemed to fit together. Be sure to watch it in HD ...
Animation Mixing UI
October 25th, 2009
A couple of days ago, David asked me to add a new feature to the animation editor UI. He wanted the ability to have multiple timelines in the UI so he could mix animations. He drew me a picture to make it a bit more clear: It required a little bit of refactoring, but it was pretty straightforward to implement ...
Initial Rigging and Animation Editor
October 22nd, 2009
Great strides have been made on all fronts the past few weeks. Aubrey's awesome character models, David's hardcore animation editor work and Jeff's fancy UI's have come together to create some great new functionality in Overgrowth's Phoenix Engine. It's been a little while since we've done a tech demo, and I've heard ...
Lugaru Fighting Fundamentals Video
July 31st, 2009
Lugaru has a great built-in tutorial that will walk players through virtually all the moves in the game. However, having dealt with newcomers to the game on Meebo, I thought it might be helpful to emphasize a few important aspects of Lugaru that the tutorial doesn't directly cover. My hope is that watching this video will help people grab ...
Wolfire Answers Community Questions
July 3rd, 2009
Everyone already knows that if they want to ask us questions, they can find us in the Public Wolfire IRC channel or on our live chat widget. However, a couple of weeks ago we announced that we would host a Q and A using fan questions on the blog. Unfortunately people asked us so many good questions that we can ...
Cat House Concept Timelapse
June 29th, 2009
Here is a new concept I am working on for the cats in Overgrowth. It is really hard to get something that seems both realistic and original. One reason to keep the design grounded is to provide contrast so that the more amazing aspects of the game seem that much more over-the-top. Be sure to watch it in HD! I ...
Physics Editor ~ Part I
June 27th, 2009
The latest toolset I've been working on for Overgrowth is the physics editor. There are three big pieces to this, and each is now well underway. First, users need to be able to make and manipulate simple physics primitives (such as boxes, capsules, and spheres) that can be inserted into the Overgrowth physics world. Second, we need tools to ...