Two weeks ago, John and I came back from our scholarship-sponsored trip to Game Connection in Lyon. Several of the companies we met in France are located here in the Bay Area and…
Last week I posted about some new levels I was working on. A number of people criticised the texture resolution. Recently, I've been working on updating some of our older textures…
Normal-mapped detail textures are effective at conveying close-up detail, but don't add too much in the distance. In Overgrowth, the players will spend most of their time looking…
Here is what is new in Overgrowth in this weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
Grass is an especially difficult material to convey in a flat texture, because grass isn't flat. In fact, it's not even a continuous surface! For this reason, we'll eventually need…
Here's a problem you can probably recognize from many games -- obvious tiling effects on terrain textures. The textures look good up close, but in the distance it's obvious that it…
I recently discovered a synergy between Meebo tools. Apparently the Meebo flask is designed to work in tandem with the Meebo live chat widget. Where crazy Meebo conversations might…
Here are some examples of new landscapes I'm working on. They're based on photo references, but have a touch of artistic license. We're still not sure if we'll have water in…