Island Snapshot: What-year-is-this Edition

E3 is happening in under two weeks, so what better thing to do than to completely destroy the part of the game everyone at E3 will play, and rebuild it from scratch in very limited time?

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This is of course a very crude mockup of what the new starting area will be. It’s smaller than the old one and should work a little better play-wise. We have yet to reshape the terrain around it, so there are huge holes. Our deadline to have this area fully rebuilt is the 6th of June!

Current puzzle count is 627.

Posted in Progress Shots | 18 Responses

Witness Wednesday on How to Program

Sometimes people ask me for advice on how to program, and I have to say that Casey’s advice here is right on:

http://mollyrocket.com/casey/stream_0019.html

Meanwhile, we’ve had a lot of Witness Wednesday posts in a row on this blog. I’ll have to stop slacking and write something about the game.

Posted in Uncategorized | 12 Responses

Casey’s Witness Wednesday on Interpolation

He’s put up another very informative blog post, leaving the specific topic of grass planting, venturing into more general territory regarding interpolation. And there’s a video, from which it is possible to learn a lot of this is a new subject.

Here’s the blog post.

Here’s the video:

 

Posted in Development, Engine Tech | 7 Responses

Witness Friday post on Casey’s blog

Casey Muratori is back, with more details about planting grass when you really care about how good the results are.

 

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Update: And here’s another post, complete with a video showing in detail how the grass planting works in the actual game.

Posted in Development, Engine Tech | 18 Responses

What’s this??

1 2 3

…can’t say, but it sure was fun to build!

Posted in Uncategorized | 27 Responses

Working on The Witness, Parts 5 and 6.

Casey Muratori has made new postings about the work he has done on The Witness:

Working on The Witness, Part 5

Working on The Witness, Part 6

In this one he talks about how to distribute grass. Legally. As well as the different colors of noise one might want to be familiar with in order to do this well.

Posted in Development, Engine Tech | 11 Responses

The Art of “The Witness” – GDC 2014

Last week was the Game Developers Conference (GDC) here in San Francisco and we were invited to talk about the art  of “The Witness”.
I decided to shift the talk from any technical aspect, since there are already plenty of those, and tried to focus instead on our thought process, what were the decisions we took that led us to the current art style.

If you are interested you can take a look at the slides PDF here:
GDC2014_LuisAntonio_TheArtOfTheWitness

Unfortunately the PDF merges animated slides so there is some content that you won’t be able to see and you are missing the actual talk but it should be available in a few weeks at the GDC Vault!

 

*UPDATE – The talk is now available at the GDC Vault, you can  check it here:
http://www.gdcvault.com/play/1020552/The-Art-of-The

 

Posted in Development | Tagged , , , | 20 Responses

Marsh Update

The marsh had been left unresolved for a long time, so we decided to tear it apart and finish it as a team. Eric updated the main structures, Alex adjusted the catwalks, Luis took care of all the lowest structures, and I handled the vegetation and general colors. Color was a big challenge in getting the area to look nice, since it is a marsh research facility with lots of crazy colored algae pools…there was a high risk of making it look like a clown exploded on it. With some careful color choices, attention to every detail and blocking in the views on a step by step basis, however, I think we managed to avoid that risk and succeeded in creating a pleasant, colorful area:

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Posted in Uncategorized | 44 Responses

Hey look, Oculus support *plus* Steam Controller support.

IMG_20140204_181225[1] IMG_20140204_181352[1]

Posted in Uncategorized | 51 Responses

Hey look, Steam controller support:

IMG_20140204_154245[1]

Posted in Uncategorized | 7 Responses