Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

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Triangle Mesh Voxelization (aka LEGO rabbits)

Triangle Mesh Voxelization (aka LEGO rabbits)

Dec 4, 2009 20 comments

In my recent post on automatic skinning, one of the steps involved creating a voxel representation of the character. I couldn't find any explanations...

Overgrowth Rap - HD Video

Overgrowth Rap - HD Video

Dec 2, 2009 29 comments

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...

Volumetric heat diffusion skinning

Volumetric heat diffusion skinning

Nov 25, 2009 15 comments

After seeing our rigging tutorial, a number of you asked me how we calculate our vertex weights. However, many of you reading the blog are probably asking...

Character shadows

Character shadows

Nov 23, 2009 17 comments

The existing Overgrowth shadows worked well for static shadows and ambient occlusion, but didn't have the detail required for character shadows. To achieve...

Xtreme plant optimization

Xtreme plant optimization

Nov 17, 2009 18 comments

A lot of people have mentioned the plants as an area we could improve in Overgrowth. For this reason, I made a point of trying out games that have great...

Wolfire IRC Channel

Wolfire IRC Channel

Nov 15, 2009 4 comments

Mibbit is a small web startup that provides a web-standards-based widget to interface with IRC channels. Sort of like the recently-mentioned Meebo, but...

Why we are not using Euphoria

Why we are not using Euphoria

Nov 12, 2009 27 comments

Whenever we post about physics or animation technology, people always ask why we don't use Euphoria. Instead of replying to all of these comments individually...

Building a tower

Building a tower

Nov 9, 2009 23 comments

A few months ago I decided that I could make better environment art but improving in art is hard, and often requires trying something completely different...

What is Overgrowth?  [HD Video]

What is Overgrowth? [HD Video]

Nov 2, 2009 34 comments

People that follow Wolfire regularly already know what Overgrowth is. However, many people who stumble across our videos end up confused by what they...

Open development vs. spoiling the story

Open development vs. spoiling the story

Oct 29, 2009 12 comments

We've explained the virtues of open development in depth, but it's not obvious how this development strategy should apply to the Overgrowth story. I've...

Animation mixing UI [HD Video]

Animation mixing UI [HD Video]

Oct 26, 2009 13 comments

A couple of days ago, David asked me to add a new feature to the animation editor UI - animation mixing. Here's a video of how the UI works!

Initial rigging and animation tech demo [HD Video]

Initial rigging and animation tech demo [HD Video]

Oct 23, 2009 41 comments

It's been a little while since we've done a tech demo, and I've heard some clamoring on IRC and elsewhere for an explanation of how our new features work...

Soft normal maps for fur

Soft normal maps for fur

Oct 20, 2009 30 comments

The rim lighting shader went a long way towards making the fur look soft when lit from behind, but it still looked hard when lit from the side. This problem...

Transparent shadows using stippling

Transparent shadows using stippling

Oct 19, 2009 12 comments

Most modern games use a form of depth-map shadow mapping, because it's efficient on modern graphics cards, and simple to implement. However, it doesn't...

Overgrowth Icons

Overgrowth Icons

Oct 15, 2009 18 comments

When we made the first Overgrowth alpha a long time ago, we needed an icon. Aubrey quickly whipped up a stylized Overgrowth "O". This was, of course...

Character normal maps

Character normal maps

Oct 12, 2009 21 comments

We've discussed a lot of the subtle techniques we're using to make the Overgrowth characters look realistic, but we still haven't explained the most important...

Overgrowth auto-updater UI

Overgrowth auto-updater UI

Oct 9, 2009 8 comments

Each week we release a new Overgrowth alpha. Since there is no incremental update system in place, those ~500 megabyte zip files really add up. We use...

How Saving Mechanics Affect Fun

How Saving Mechanics Affect Fun

Oct 7, 2009 31 comments

Game saving feels like a fairly benign topic at first. However, if you stop to reflect on the issue, the mechanics of progress saving have a dramatic...

Ambient occlusion for characters

Ambient occlusion for characters

Oct 5, 2009 22 comments

We've already discussed ambient occlusion for terrain and for objects, but we haven't yet discussed how it applies to characters. Ambient occlusion (AO...

Character rim lighting

Character rim lighting

Oct 1, 2009 27 comments

When I loaded Aubrey's new rabbit model, it was clear that we needed a new rendering method in order to do it justice. Our basic object shader works best...

Normal map vs. mesh

Normal map vs. mesh

Sep 29, 2009 33 comments

Whenever we post a new model for Overgrowth, a comment we often get is "there's no way that can go in the game -- there are way too many polygons!" That...

Resolution Independent UI

Resolution Independent UI

Sep 23, 2009 22 comments

Most UI is designed in terms of pixels, with the assumption that a pixel is a constant unit of measurement. This is troubling because, depending on the...

GDC Austin: Wolfire’s PR Tips

GDC Austin: Wolfire’s PR Tips

Sep 21, 2009 18 comments

As you might know, we were recently invited to give a talk at GDC Austin about our PR strategy, which is essentially to be as open and transparent as...

Character Stats vs. Player Skill

Character Stats vs. Player Skill

Sep 16, 2009 22 comments

The goal of almost all game designers is to make games that are fun. A common method for giving the player a "fun experience" is to let him start out...

Dog club sculpting timelapse  (HD Video)

Dog club sculpting timelapse (HD Video)

Sep 14, 2009 20 comments

Here is the next part in my 3D model tutorial series (part 1, part 2, part 3). This part covers sculpting the high-detail model that will later have its...

A WebKit primer part 2 - CSS transitions

A WebKit primer part 2 - CSS transitions

Sep 12, 2009 1 comment

This is the second part of my WebKit primer series, where I introduce various aspects of WebKit and CSS3 and how we are using them in Overgrowth.

Trees in the breeze (HD video)

Trees in the breeze (HD video)

Sep 9, 2009 30 comments

On a rare excursion into the outdoors, I noticed that real plants seldom remain perfectly still. Even on a calm day, some tiny disturbance in the air...

A WebKit primer - part 1

A WebKit primer - part 1

Sep 7, 2009 9 comments

WebKit is an amazing rendering engine, and what I'd like to accomplish in this article is give you a run down of various awesome features the WebKit rendering...

The value of game design docs

The value of game design docs

Sep 2, 2009 15 comments

In the comments for my last post (about how game ideas are not very valuable), some readers pointed out that not all ideas are low in value -- design...

The value of game ideas

The value of game ideas

Aug 31, 2009 30 comments

When I talk to aspiring game designers, I often notice some strange behavior. They're evasive about their ideas, almost coy, as if they've stumbled across...