Horse Power equals Rendering For those of you that might not be familiar with developing video games, the art component is about 70% of everything. It is the first thing people see. It is also what people usually base buying the game from. That and … Continue readingThe Dark Lord is among us!
One thing I learned over the years of being a 3D modeler is that 3D modeling by its vary nature can inhibit your creativity. What I mean by that, is that if you’ve got an idea in your head that you want to build, and … Continue readingConcept Art before 3D Modeling
Hey fans, this week I wanted to show you some of the stuff I did in order to create the “Brain Gravy Bar”. The “Brain Gravy Bar” is only one of just over 60 scenes in the game. Of course I’m not going to show … Continue readingBuilding the Brain Gravy Bar
This won’t be the biggest blog ever, but you have to forgive me. I’ve been exceedingly busy having the flu and working. So I finally got to a point where I am normal again. Anyhow, recently I added an IndieDB page for Absolute Zero, so … Continue readingAbsolute Zero on IndieDB
As mentioned previously, this is part 4 and the last of the blogs with regards to the Cortex engine and Legend. So if you’re tired of hearing about Legend, good, because I’m at the end of that 🙂 So here it is. This blog is … Continue readingDave’s Diner – Legend prototype game
Greetings all my super awesome followers of Giggle Horse! This is another blog where I talk about the tools we are using in the development of our point and click adventure game Absolute Zero, as well as many other adventure games to come. If you … Continue readingSynchronizing animation to dynamic scaling
Greetings Giggle Horse fans! I know that the last few blogs haven’t been so much about Absolute Zero, as the Cortex and Legend engine, but we will get back to that soon enough. For now, it is important that I lay down all of the … Continue readingPath finding with dynamic scaling
Hey Giggle Horse fans! Welcome back to another blog about the development of the coolest game I have ever had the privilege to work on; the point-n-click adventure game Absolute Zero. I’ve mentioned in earlier blogs, that I would get around to how the game … Continue readingLegend editor for adventure games