This gallery contains 8 photos.
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
What is it that is illuminating that cherry tree? Why, it’s SUN!
Last week, we were tempted by the fine weather to step away from our computers and pay a visit to our favorite junk shop to search for new art material. Now a lot of places might call themselves ‘junk’ shops but are really antique stores that offer only high-end pieces and corresponding high prices. Not so with this place! The interior offers your standard mixed array of second hand items, but the outdoor area is a junk-picker’s dream: old car parts, barnacle encrusted nautical items, chains, pipes, and all sort of lovely unidentifiable rusty bits and bobs. For just $3 we came away with a sagging paper bag of goodies.
Rae junk-picking. Don’t try this at home unless you are up to date on those pesky tetanus shots.
We can’t wait to see how each of these pieces will find its way into the world of Rustclad!
Our beauteous haul. Only an artist could love junk like this.
We received some nice press after releasing our anniversary video a few weeks ago and wanted to share our 5min of fame. We were overwhelmed by how much interest we received in Europe. In fact, we are pleased to announce that Buddy ‘The Indie Dog’ is now famous in France!
France Loves Buddy
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The story in Rustclad plays out over a series of mysterious islands, dotting the surface of a watery world. We’ve been directing some brain power at ways to improve the look and feel of our terrain to really capture the … Continue reading
It’s our birthday! Just one short year ago, we announced Rustclad and now we’re well into production. No birthday is complete without cake… and we figured we’d share some with you.
All footage in this video is from our swamp environment, which is just one of the many exotic locations you’ll get to explore in Rustclad.
We’ll continue to update the blog regularly throughout the project, so make sure to come back frequently, subscribe, or follow us on Facebook and Twitter.
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 original vulture head sculpture in the photo studio:
Here’s the raw, completely unedited mesh that we got when we digitized the photos. It took about 20 minutes to produce this in PhotoScan. As you can see, we were able to preserve an amazing amount of detail.
We’re really excited about what we can do with this higher quality art process. And speaking of really exciting, we have something wonderful to share tomorrow… so keep an eye on the blog!
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 hard. Head-achingly, brain-twistingly, spirit-crushingly stupidly hard. Modern game engines, even for simple games, require an intimidating amount of engineering. Rustclad is well over one hundred thousand lines of code already. There’s an adage that the average professional developer writes ten lines of code per day. If that applied, then I would have been working on this project every day, with no days off on weekends, since age six. Continue reading