We are Round House, we develop games. Our latest project is Crimson Crow.
A total of 600+ models and several background sounds, free for projects to use!
crimson crow's art assets released
To date, we've been mostly just on Moddb. We decided to expand our PR effort and spread the word!
extending our pr effort!
This is an article explaining previous engine hops and to fully answer Martin_Berger's questions.
a history of engines...
A few questions have appeared lately, I felt its much needed to explain ourselves a bit.
confusion?
Concepts are going up and planning is going through, and a lot more coming on the way!
first round of concepts!
On May 2nd, Crimson Crow was officially announced deceased. Well it seems some behind the scenes handiwork and a few members refusing to give up cause...
under new management!
A postmortem on Crimson Crow. Why it ran into problems, and how most problems could have easily been prevented.
if it had to be done all over again...
The second of maybe many Torque Tutorials - Torqials - to help Torque developers get on the right track. This deals with using a sort of hack to optimize...
torqials #2 - cheap occlusion culling
The first of maybe many Torque Tutorials - Torqials - to help Torque developers get on the right track. This helps 3Ds max users add multiple collision...
torqials #1 - multiple collision boxes
Two weeks without an update? Well we have one now!
opinions and updates
We suddenly just went silent for two months. A totally strange situation that we have finally decided to explain. Even our concept artist was worried!
where were we?
We've been hiding the game-mode for quite some time! Is it really worth the wait?
mysterious game-mode revealed!
Our new map is coming out very nicely, but in reality this is the 4th time we've made it. Why even bother? We can even explain how we got it wrong the...
another look at gull city, with a bundle of screen-shots!
A summary over whats happened over the course of my indie project since part 1 and what to watch for.
starting a project, and 'not' letting the project die (part 2)
A small update explaining we've made our own website and a real blog, for the less-important-but-still-neat updates.
a real dev blog
After years of experimentation of game play and game modes, we've found what does not work, and why.
dev blog #3 - a history of game-play
More details on what we've been working on the past few weeks.
dev blog #2
A sneak peek at whats been going on around RoundHouse Studios.
dev blog #1
Crimson Crow has been so silent lately. Sad, yes. But we are honestly still working, though I want to explain why its been so quiet.
catching everyone up-to-date
We've been MUCH too quite lately. Well we have been working, and we do have some brand new media to show everyone.
a new look at gull city
Step by step towards learning simple sketches, shading, and coloring techniques by starting on sketching and photo-shop editing by 'ninja'dave.
first steps to environmental conceptual art
A summary over whats happened over the course of my indie project, common mis-conceptions of modding, and what to avoid or do during development.
starting a project, and 'not' letting the project die
Through viruses, re-writing core gameplay, and grinding hours of hard code. I believe we owe you an update to let everyone know whats going on..
ba-la-rob
New team, concept, models, screen shots, maps and more! Oh my! An update you won't want to miss.
giant update!!
We've switched engines. For the better. We also have many guns skinned, what we're up to, and more.
downgrade for the better!
We haven't had a proper update in awhile. We thought we might let everyone know what we've been doing...
new team members, models, and more!
After several recent updates, we've decided to compile this into one news post. First off, we've switched engines to TGEA. We've got a weapon, fixed a...
updates!
This is what I intended to aim for in my game development project. It includes our never really explained before ideas and our plans, and what we hope...
a spark of plans *old*
We planned for a playtesting match in mid-October. Now that we finally got one complete, we now have a much better idea of what needs to be done, and...
playtesting match success!
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