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.
Click through to see an awesome ninja rabbit clay model and hear about another awesome indie game.
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...
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.
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...
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!
There are a few different styles of armor in Overgrowth, made from different materials. These materials affect how the armor works. For example, in the...
The scent of Valerian root used to be considered pleasant and harmless, an intoxicating delicacy. Now, it haunts the nightmares of the cat nobility. It's...
Here is a new concept painting Aubrey did while thinking about seasonal variation in Overgrowth. This rabbit is in full combat gear. The shoulder and...
Since Overgrowth mostly takes place outdoors, we put a lot of effort into making the sky look nice. We've already talked about the sun placement tools...
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...
Here is a timelapse HD video of Aubrey drawing a new concept for Overgrowth.
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...
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...
The existing Overgrowth shadows worked well for static shadows and ambient occlusion, but didn't have the detail required for character shadows. To achieve...
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...
Last week we asked people to ask us any question they wanted in the comments and we'd take the highest rated questions and respond to them! Over a hundred...
How close to the reference pictures are the models in Overgrowth? What do the unreleased concept art look like? Get your answers in this news post.
Here is some background on how we developed the physics engine for our upcoming game Overgrowth.
One common problem with detail textures is that they can change the overall color of the terrain. For example, let's say we have a patch of terrain that's...
The terrain in Overgrowth has looked nice in the distance, but many of you noticed that it looked a bit blurry close up. This is because it didn't have...
Three of the five developers from Wolfire - Jeff, John and David - was recently interviewed by ModDB about the past, the present and the future of Wolfire...
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...
Here is a timelapse HD video of Aubrey drawing a dog concept for Overgrowth.
It's getting exciting! We are using baked lightmap shadows in Overgrowth, but it's still important that they can be quickly calculated. Firstly because...
When I was testing out character shadows on Hale's Riverhurst level, the framerate was not as smooth as I would like it to be. To remedy this, I'm taking...
Whenever we mention Overgrowth's scripting system (which uses JavaScript as the core language) we get attacked. Here is my defense of the JavaScript...
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...
I asked some of my classmates to get some Wolfire t-shirts and model them for you guys. :)
We've been gradually improving our decals in our brand new engine. Now we're ready to show off the whole system in an HD video.
We recently made a lot of progress on our decal tech for Overgrowth. This will let us make levels that look 10x better. Check out this video showing it...