Developer Update: Energy Centers

Posted November 28, 2016 by Cathy Schneider

From Victor Duarte, Artist: The Energy Center is a great example of how we work together as a team to create the look of Overload.  We use concepts and paint-overs from Chris to set the mood and give us a starting point.  As I make textures available for Luke and Dan, they make additional requests… read more

Bot Creation

Posted November 14, 2016 by Cathy Schneider

At this point in production, we are focused on creating more game content, and lead artist, Chris Claflin, is working on new bots to prowl the mines. This is a long process which starts with very simple sketches to get people talking. With feedback and ideas from the team, Chris takes the bot through different… read more

UI Developer Update

Posted November 7, 2016 by Cathy Schneider

Luke Schneider, Designer: We’ve been thinking about how we want our UI to look and feel for a long time, but have been putting off doing anything to it until we were ready to do all the major stuff at once. Though we don’t plan on having a UI that blows people away, we knew… read more

Overload on the PS4!

Posted October 25, 2016 by Cathy Schneider

Recently, Matt has ventured into porting Overload to other platforms; namely the PS4. Matt Toschlog, Programmer: Lately I’ve been working on-and-off on the PlayStation 4 version of Overload.  It wasn’t too difficult to get it working, but there were a lot of interesting steps. I started working on the PS4 version when we got our… read more

October Update

Posted October 12, 2016 by Cathy Schneider

Right now we are enjoying time spent focusing on development.  We have the technical elements set and have a solid base for Overload.  The best way to give you a picture of production is to answer your questions.  Luke and Mike recently sat down for a developer QA.  If you have any questions that weren’t… read more

PAX West 2016 Indie Mega Booth

Posted October 4, 2016 by Cathy Schneider

Part of the Dev Team showed at PAX West at the beginning of the month.  It was a long 4 days with a very positive reception.  Here is Luke’s summary: Luke Schneider; Lead Designer and PAX Survivor: Chris, Matt, his son, and I traveled to PAX West 2016 earlier this month in Seattle.  We arrived… read more

July Update #1

Posted July 12, 2016 by Cathy Schneider

While the team is busy on the upcoming demo for beta backers, we’ll take a look back on some of the ground work done over the last couple months.  Today we focus on the weapons upgrade system.  Remember, none of this information is final; everything is a work in progress! From Luke Schneider; Lead Designer This… read more

June Update #2

Posted June 26, 2016 by Cathy Schneider

For this update, we have a Q&A video with the developers.  Luke, Mike, and Matt answer design and programming questions, while Chris and Victor talk art.  Thank you for the great topics; hearing from you improves these updates immensely.  Our next video probably won’t be until after the demo release, but we will keep track of questions,… read more

June Update #1

Posted June 13, 2016 by Cathy Schneider

Hello everyone! Development We’ve been spending a lot of time lately prototyping different facets of the game — robots, weapons, items, upgrades, and other level elements.  Our objective is to get all the basic building blocks in place so we can see how they interact, and we can start working on levels built around specific… read more

May Update #2

Posted May 24, 2016 by Cathy Schneider

Our second public update is here.  We want to make sure we pass along information you are genuinely interested in.  But, being in the middle of a project can make it difficult for us to tell what is exciting to others (doesn’t everyone love getting rid of warnings?).  Lucky for us, you guys are awesome and… read more