Category Archives: Digital Capture

Creature Capture

Lately we’ve been tweaking our art creation process and to test it out, Dave dug up one of his creature sculptures for capturing. We were really impressed with the results and wanted to share. Here are some shots of the … Continue reading

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Interview with Echo

Echo was recently interviewed on the DIMAcast about Rustclad and our photogrammetry techniques.  Check it out! DIMAcast [330] Skull Theater developer Jeff Isselee

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Photogrammetry in Video Games: Frequently Asked Questions

Nearly every object that you’ll see in our world started off as a physical piece of art that we digitized using a process called photogrammetry.  Many of the articles in our blog discuss in detail how and why we’ve used … Continue reading

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Adventures in Game Development

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Echo here. It’s been pretty miserable in Seattle this past week. A heavy layer of fog has clung to just about everything near sea level, and our famously clean air has turned into a stagnant choking cloud of smog. Fortunately, … Continue reading

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Improvements to the Camera Rig

Our camera rig has been working out famously so far.  However, we’ve found that 123D Catch doesn’t produce good results if your target object doesn’t fill the photo.  Our camera has a standard zoom lens, but it has a limited … Continue reading

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Building a City with Bottles and Cans

As we mentioned in previous posts, our world will be built almost entirely from physical objects that we’ve found or created and scanned in.  With this, we can create really high quality art without all of the digital fussing, and … Continue reading

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Where the Magic Happens

In our last post, we hinted that most of our game assets are going to be physically built and scanned in using 3D Capture software.  We’re going to give you a little peek at our studio and walk you through … Continue reading

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Trading in the Stylus for a Paintbrush

Our goal has always been to make a 3D game.  But there are a lot of challenges inherent in making your game fully 3D.  The engine becomes a lot more complicated, and the art becomes a lot more expensive.  It’s … Continue reading

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