An interesting method of computationally creating trees that meet individual criteria from initial data sets in a way that gives more control than pure L-systems. More useful for architectural visualization than games, I think, but still neat.



Hey! The studio I work for has announced that we’re partnering with Stardock on our upcoming title!

That all I can say about it right now. I’m excited.

Reblogging from my personal tumblr. All I can say is that it’s going to be cool and there will be foliage in the game.



Hey everybody!  Thanks for all your kind words about the art in our Firewatch trailer and demo!  We were quiet about the environment art progress before PAX because we wanted to save the surprise, but now that you have all seen it, let’s get back to showing you our process.

I am very proud of how close our in engine visuals look to Olly’s distinctive concept art. We’ve gotten a lot of benefit from two excellent Unity Asset store extensions, Marmoset Skyshop and Amplify Color.  

In addition, our graphics programmer Paolo created a directional stylistic fog system as well as various shaders for water, painterly distant mountains, and clouds. I will let Paolo elaborate on the technical details in a future post.

Here’s a breakdown of the gifs starting from the upper left:

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Some lighting and color experiments we’ve been doing lately as part of an art pass process - which reminds me! 


We’re looking for one to join us on the project! We’re looking for someone who can refine and lead our art style, create low poly features for our worlds, and use the tools we’ve built to create more content for Biome! 

If you might be interested, you can email Tom and Jon at:

Also, feel free to just say hi!

Signal boosting their call for an artist who likes working in the faceted low-poly style.

Here’s our last guest post this week from Ed Key:

Divinity: Original Sin has especially nice environmental art direction in the first area, the town of Cyseal. Rather than being a generic desert or generic forest, it has a particular mediterranean feel and uses a limited set of plants in consistent ways.

"Pencil pine" cypresses, thick swathes of lavender and some prickly-looking plant that tends to grow among rocks.

There are a few oddities that come out if we keep looking:

The benches (that you can of course sit down and relax on) are made from a strange tree that doesn’t grow anywhere in or near Cyseal. Maybe this wood was imported specifically for its properties as a bench (perhaps it exudes a nice fragrance?) or maybe they were a sylvicultural gift from another city, like the cherry trees of Berlin.

Or maybe there’s a sad tale…

We also see patches of small tree stumps. Obviously these trees were cut down to build emergency seige defences (mostly these rather gnarly chevaux-de-frises). This is a nice bit of environmental storytelling, and adds some depth. But! There are no living specimens of this tree - nothing else in Cyseal grows in the way these had been growing. A casualty of the orc attack was an entire species of tree!

(Epilogue: In common with most games, tree saplings are not represented in Divinity. Maybe this simple representational convention means that there is some invisible hope for the lamented Cysealian cheval-de-frise-tree.)

Divinity: Original Sin (2014)