Recent Blog Entries
- Progress Report VIII
In Overwatch: The Mod on Oct 27 2010 11:08 PM
- Spotlight #1: 1.3.0 (3+4/4)
In Overwatch: The Mod on Oct 21 2010 11:59 PM
- Spotlight #1: 1.3.0 (2/4)
In Overwatch: The Mod on Oct 19 2010 11:20 PM
- Spotlight #1: 1.3.0 (1/4)
In Overwatch: The Mod on Oct 19 2010 12:10 AM
- Progress Report VII
In Overwatch: The Mod on Oct 13 2010 07:39 PM
- The Future of Overwatch
Last Post by Coppermantis on Sep 22 2013 02:59 PM
[ 215 Views | 3 Replies ]
- owc_complex [Works and testing]
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[ 1935 Views | 12 Replies ]
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Last Post by AndY on Jul 08 2013 10:12 AM
[ 270 Views | 1 Replies ]
- Invalid Steam UserID
Last Post by AndY on Jun 15 2013 12:40 PM
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- IA! Gamemodes & Gamemode Ideas
Last Post by ScrooLewse on Mar 27 2013 10:11 PM
[ 2142 Views | 19 Replies ]
Last Post by Coppermantis on Feb 14 2013 03:07 AM
[ 1314 Views | 6 Replies ]
- Steam Beta Must be Running?
Last Post by AndY on Dec 30 2012 07:45 PM
[ 711 Views | 1 Replies ]
- Bug with maps.
Last Post by Le Beau Jack on Dec 15 2012 01:24 PM
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- Listen Server on WAN
Last Post by AndY on Dec 08 2012 03:20 PM
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Short & Sweet
Another two weeks have flown right by since our last news post and (just like clockwork) we're back with an update, one that's light on text and heavier on media:
While the rest of the development team has been focused entirely on building IA!'s gameplay, our trio of artists has been hard at work creating tons of modular assets, textures and props for our levels, starting with the hidden mountain launch site.
Their first order of business was to create the Corridors, since they'll be used to interconnect the various rooms and areas within the base. Assets (like walls) were separated into sections so that corridors of varying shapes and lengths could be built using the same set of assets.
Not long after that came the Computer Lab and the sets of objects (desks, chairs) and clutter (sheets of paper, mugs) used within. As with the corridors, this section's assets were created with modularity in mind so that rooms of different sizes and configurations could easily be built with reusable pieces.
Our art team just recently began working on the hidden lair's missile Launch Chamber, which is the area that will very likely contain the level's final objective and miniboss fight. All we need now is a big monkey-like bad guy that can jump around the rocket with robotic finesse.
Remember: all of the areas showcased above (and in our Gallery) are still works in progress!
April's Ask the Team! event starts exactly one week from today, so if you have any questions about the images above (or IA! in general), be sure to post them in the appropriate thread when the time comes. No question will be left unanswered!
And don't forget to check back often as we'll soon be posting our third and fourth FbReq threads (covering Objectives and Routes), some new concepts, our very first gameplay videos, and much, much more!
Want to work with a talented, experienced and insanely dedicated team, a proven development process, custom tools and one heck of a project? Why not join us! We're always looking to expand our small team, so if you believe you have what it takes to work with us on this very demanding (and very gratifying) project, read the posted information about our openings and send us a message; we'd love to hear from you!