Category Archives: Engineering

Blast from the Past

Jeff here.  Fair warning – this is a technical post (but there’s video!) We’ve all been hard at work on Rustclad lately.  The world is coming along famously, and we’re at the point now where we’re looking for those final touches … Continue reading

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Island Hopping – Revisited

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Last month, we talked about how Rustclad will play out over a series of islands in a watery world.  This time, we wanted to share a bit more about the technology behind our terrain. There are a few ways that … Continue reading

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Rustclad Unclad

Good morning!  Jeff here, to talk about some design and engineering stuff.  If this isn’t your cuppa tea, I apologize.  I’ll be sure to at least include some pretty pictures. It’s hard to write a game engine.  I mean, really … Continue reading

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Water Shader

Echo here.  I haven’t posted anything graphicsy in awhile, so I thought I’d share some details on our water shader.  We’ve been exploring many different potential environments for our upcoming title, from swampy wastes to bustling port cities.  The common … Continue reading

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The Rain Cometh

Hello! I’m Echo.  I push the pixels and twiddle the bits that keep Skull Theatre running.  In this incarnation of our blog, I’m going to showcase the technical side of the project.  I’ll be the yang to Boone’s yin, if … Continue reading

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