Giant Robot‘s Game Night 5 will be open to the general public, and a chance to not only play Skullgirls, but also the excellent Skulls of the Shogun, a strategy game by our friends and drinking buddies at Haunted Temple Studios.
ReveLAtions is over, and Skullgirls had an excellent and enthusiastic showing. Our two stations were being played for pretty much the entirety of the tournament, which was roughly 46 hours.
We’ll always have these pictures to remind us of these great times, not to mention the nerd flu I picked up there.
Three exhausting-yet-exhilarating days are finally over… only now we’ve got three more ReveLAtions! Not sure I’ll be physically capable of speaking by the end of all this.
I’ll be posting some pictures from the show soon, but until then, just wanted to let everyone know that we gave G4 a very early look at the next character to be revealed… expect it to air sometime next week!
It’s Monday, and that means it’s time for another blog post on the Official Site’s blog.
If you saw the excellent animation documentary Autumn made for us, you may have wondered about the enigmatic “clean-up” step. In this week’s blog post, Lead Clean-up Arists Richard “RichArt” Suh steps you through it.
Like any animation company, streamlining our work is a top priority and essential to getting things done in a timely manner. Pretty much all of our animators are fully capable of cleaning up the things that they have roughly animated, but under the constraint of time, it’s easier for a specialist to do it in their stead. That’s where the clean-up artist comes in: given the time and training, clean-up artists can clean frames very quickly and efficiently, leaving the animators to focus more of their time on animating.
Earlier this week we stopped by GameTrailers’ offices to give them a look at the latest build and let them see Peacock in action. As they are wont to do, they recorded the entire encounter, resulting in three new videos.
Naturally, HD is recommended.
Autumn Games and Reverge Labs are excited to announce the imminent start of the Skullgirls Summer Preview Tour!
Skullgirls may still have a nebulous “2011” release date at the moment, but there will be plenty of opportunities to play it before it’s official launch.
The game will still be in development, but the characters on display will be fully functional and, most importantly, fun. All the major gameplay systems will be available, such as the infinite detection and breaking and custom assists, but the UI and backgrounds will not be final.
This is more than just promotional: we want the community’s feedback on the game early and often to ensure Skullgirls ends up as the best competitive fighter out there.
Here are some of the major stops on our Skullgirls Summer Preview Tour. We’re in the process of finalizing a few more appearances, so stay tuned!
Without any sort of apocalypse to impede production, we’ve resumed our usual blogging duties!
This week, Reverge Labs’ new Audio Director, Vincent Diamante, posts on the musical nature of fighting game sound design.
One of the big things to keep in mind with fighting game sounds is that they are always heard in diverse contexts. Characters sport a vast array of moves, and those basic building blocks come together to form new and exciting combos for players to learn, discover, and experience. While the gameplay function and visual narrative of those combos is often what is most striking, the aural narrative needs to be just as cool and convincing.
Andrew Vanden Bossche has posted the second half of his extensive interview with Mike Z on his blog Mammon Machine.
Part 2 deals with designing characters.
MM: How does the process of designing characters with Alex Ahad work?
MZ: There’s a lot of general concepting at first. Then we’ll have a giant brainstorm session with all the artists and come up with, you know, 150 different moves that they could do that all fit in with the aesthetics of the character.