Making of Grimrock 2: Zarchton

March 27, 2014|
9 Comments

It’s time to shed some light behind the dusty curtains that cover the massive art department of Almost Human and take a look at some behind the scenes action. A lot of new shady creatures have been creeping around the studio walls and this time we’ll try to catch one of them. Be very, very Read More »

Meet the Team: Jyri

August 23, 2013|
11 Comments

Alright, this has been a long time coming… I’ve worked at AH for about a year now and haven’t written anything to the blog! Naturally I should introduce myself before I start blabbing about other things so the guys threw me some interview type questions and I went on to answer them. Please introduce yourself! Hello Read More »

Forest Ogre

March 6, 2013|
22 Comments

New game needs new monsters. We already have a bunch of new deadly monsters roaming in the dungeons, but in this post we’re going to take a quick look to our old friend: The Ogre! Ogre went through a radical makeover and it was modeled and textured almost from scratch. To reflect the new tricks Read More »

Making of Grimrock: Ambient Tracks

July 18, 2012|
499 Comments

Hello you all! In this making of -post I’m going to talk a little what went into creating the ambient soundscapes in Legend of Grimrock. To freshen up your memories, here’s the tracks I made for the temple and prison wallsets: These versions differ a tiny bit from the ones included in the game to Read More »

Making of Grimrock: Intro Sequence

July 12, 2012|
607 Comments

Editor’s Note: For the next couple of weeks we are going to feature a set of articles that should shed some light on how Legend of Grimrock was made. The articles range from graphics and animation to sound design and programming. For gamers or hobbyists we hope to give you some idea what game development Read More »

Building the dungeon

September 8, 2011|
136 Comments

Adam wrote us and asked some insights of how we design and create our dungeon environments. I thought this would be a nice opportunity to demonstrate our asset creation methods. First we of course need an idea of what we want to depict. In this case it’s some old mossy brick wall dungeons. At this Read More »