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Wind Power
Flowers become skeletal hands, logs become carcasses, and dainty sailors become pirates. These are some examples of transformations from Grimm. While all transformations involve items, characters, and locations going from light to dark, some transformations are more active than others. An example is this windmill: In its “light” state it behaves as might be expected.…
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Something New, Something Wicked
Over the past 12+ months my partners and I have been working diligently to build Spicy Horse into a premier game studio – our goal is to make it one of the best in China, and in the world. So far we’ve had tremendous success in finding people from all around the world to bring…
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Merry Coconut-mas
Seems I forgot to post a new image yesterday. Things around the office have been hectic. Pushing towards a milestone and preparing for a little Christmas break. In China there’s not usually time off for Xmas – but since we’re an American owned company we feel compelled to honor the St. Nick holiday. In honor…
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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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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…