Devlog

Happy Birthday, Miri

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A Farewell to Arm Calibration

June 8, 2010

Designing a heroine, and throwing out miles of animation code in favor of something that’s clean and simple.

Gila Bend Video

May 22, 2010

A new HD video showing off the Windows version I’m working on… New zombies, vehicles, graphics, and awesomeness. :)

Ever wonder what's inside that freakish building?

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Making Sketchup Your Bitch

April 25, 2010

Some things I’ve learned on my quest to design levels myself in Sketchup…

Good artists copy, I use Google Image Search


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Welcome to the Motel Arizona

April 20, 2010

Deciding on the game’s location, and struggling to get things in order for a Windows Version! :)

With and Without Parallax Occlusion Mapping

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Undead and Kicking

March 10, 2010

Stabbing “Real Life” in the face, and getting some bloody work done.

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Enhanced Crowd Rendering

January 26, 2010

Designing a new technique for Skinned Mesh Instancing that supports complex animation and uses less memory.

Come out and Play

Come out and play!

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Anybody Home?

January 14, 2010

Working like crazy, trying to get a demo together in time for DBP 2010.

A New Video

December 9, 2009

A new video showing off improved physics, collision detection, and graphics…
Needs optimization, but looks good. :D

Watch where you're going!

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Feeling Like a Wreck

November 13, 2009

Hunting down asset packs, and getting very little actual work done.

What is it with games and crates?

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Learning to Live With Physical Limitations

November 1, 2009

A look at how XNA’s performance issues on the Xbox360 affect how indie developers should approach the problem of physics.