The Phoenix Engine is under development by Wolfire Games, it's being used to power their upcoming game Overgrowth. The Phoenix Engine aims to be easily modable and user friendly, it has built in support for rigging, animating and scripting.
Before I could make the ragdolls match animations, I had to make them match poses. To test this out, I just made them hold their current pose when I press...
In games, character animation is usually done using keyframes. That is, by defining important poses and placing them on a timeline.
Here is an initial test of modular assets. Unlike our current test critters, these characters are made up from different models that you can combine in...
Aubrey started prototyping the arena -- check out this video dev log for an overview of the latest art asstes.
Aubrey finished the "sphere" crete set and started doing concept art for a new arena set. Check out his video log inside!
This update, I worked a bit more on the UI for Overgrowth (which you can preorder here). I made a mock-up of the level-select screen, and worked out some...
This week I worked on the cat model for Overgrowth and also practiced my 2D art. I have to paint regularly if I want to be able to make decent artwork...
In this video, Aubrey shows off the latest models in Overgrowth, plus a few timelapse drawings.
This week I am showing Rabbot 2.0, along with some non-Overgrowth art I did. I cover some of the process of how to get a character into the game, but...
I have been really busy this week getting ready to go to Seattle for the Penny Arcade Expo, where I will be giving a talk about indie game art, but I...
This week Aubrey took a break from working on the cats for Overgrowth to do some more multi-purpose models that should be useful for modding. Watch the...
Instead of working on more test levels for Overgrowth (which you can preorder here), I decided to work on trying to make a "real" level. While it may...
This week for Overgrowth, I started on the shops. One nice thing about this set is that many of the things I make for it will usable as general props...
I was inspired by David's weekly videos to make something of my own. It may take me a few weeks to get the hang of it, but here is my first try. -Aubrey
One of the hardest parts of developing character AI in 3D games is pathfinding -- making sure that they can figure out how to move from point A to point...
Wednesday, 3:30 PM PST we will be live streaming the straight-razor beard shaving. Click to join the stream!
This will be the final post in the beard saga. Let us never speak of it again.
New features including dripping blood on characters, blood stream particles, particle interpolation for smooth slow motion, "," key to cut throat, script...
As some of you noticed in the last alpha, the rabbit would cast shadows on the environment, but wouldn't 'catch' shadows from the environment. This meant...
David created this video showing how the character animations looked before they were more polished (still not done yet) the results are quite interesting...
Here is a famous story about the Sword Breaker clan, plus a shout out to Silverfisk for making another awesome map editor tutorial video.
Alpha 100 has the most important update so far, which is the first playable prototype of unarmed striking. I will describe it in more detail, but first...
In modern film, almost every sound is recorded in post production. This includes even the most subtle sounds, such as clothing shifting as a character...
I have been trying to avoid working on graphics recently in order to work on gameplay, but there was one feature I just had to implement. It has no performance...
Markuss is an extremely talented and prolific Overgrowth modder who has really set the bar for Overgrowth modding. Click inside for a 1080P video.
We can achieve a lot of performance gains by using texture atlases and instancing, but it won't be enough for dense environments like forests and jungles...
David has been using AngelScript to tie the Phoenix Engine technologies together in a tidy framework which will lead to the birth of Overgrowth gameplay...
I recently stumbled across the CMU motion capture database, which is a collection of over 2500 free motion capture animations. I hadn't worked with motion...
There has been a flurry of new movement features added to the Overgrowth alphas recently so I decided it was time to make another video to show them in...
This week David has been visiting San Francisco to look for apartments, so John took the liberty of showing off the new changes in this alpha.