More island color experiments; shadow update
Until now, we had been using Uncharted-2-style blend mapping to color our terrain. This is a way of using a low-resolution texture map to control the blending of high-resolution textures; this gives you the ability to maintain fine pixel-by-pixel detail while also blending between multiple textures in order to create …
Landscape color studies
Whew!
Braid playthrough with director’s commentary
At GameCity in Nottingham, UK in September 2010, I played through select portions of Braid and gave commentary. I had been under the impression the session was officially recorded, and I’ve been waiting for an official video to hit the internet, but at this point I am not sure this …
GDC Playtesting; the island shrinks again…
This month was time for the annual Game Developers Conference in San Francisco [this has been its official name for a while now: the completely ungrammatical “Game Developers Conference”. Whatever.] We used this opportunity to have game designer friends come and playtest The Witness. We did somewhere between 40 and …
Jobs!
We are hiring. We at Thekla, Inc. are a small independent developer making games with tradition-breaking designs. We are pushing the boundaries of what a video game can be. Our current project is The Witness, a puzzle/exploration game designed by Jonathan Blow, designer/programmer of the critically-acclaimed Braid. Our office is in …