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Headless Bunny
One key rule we’ve learned while building assets for Grimm is to push for more interesting transformations. People playing the game tell us “greater contrast between light and dark = more interesting.” Early on, “light/dark” was communicated with distinctly different textures, but somewhat similar geometry. These days we’re trying to build assets that reflect equal…
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Rainy Taxi Ride
My friends gave me a Canon TX1 video camera for my birthday. So nice of them! And maybe for you… because now I can record and post videos. My hope is to capture some of what’s going on inside the studio, in Shanghai, and with my adventures around China. Here’s the first (crappy) test: [youtube:http://www.youtube.com/watch?v=kR5IOqt1lkE…
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Dirty Baby
Since yesterday was my birthday, I figured it would be appropriate the post a baby today. Human characters like this baby often get re-used between episodes in Grimm. Unless the character is visually or narratively unique – like a Red Riding Hood or Cinderella – we don’t see much point in wasting effort on modeling…
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Sad Cat
Concept art is awesome. Over the past few months the Spicy Horse concept artists have generated nearly a thousand unique bits of artwork to drive asset production for Grimm. As a general rule, nothing in Grimm gets built without first being represented in concept. Up until today we were unable to show much of this…
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Rocking Horses
It’s official. We love Rock Band. Despite it not being available in Shanghai, EA’s insistence on region locking their games, and other obstacles – we managed to get our hands on a setup. To say we’re happy would be an understatement. We just *really* hope the drums don’t break too fast. Here you see (left…
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Fast Fiber!
Since moving to our new offices back in September Spicy Horse has been limping along on a REALLY SLOW Internet connection. It’s felt sorta like a tin can connected to a guy in Mongolia who’s using smoke signals to relay packets to a shoddy Russian satellite. That’s on the days that it worked. But those…