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Author Archives: AlecMoody

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Art Update- Cylinder Head Parts

November 17, 2017 by AlecMoody

I have been making good progress on engine parts. This is most of the components for the cylinder head. All images are in game screenshots. Click for full size images:

Categories: Uncategorized

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Using VR to iterate on physical designs

October 27, 2017 by AlecMoody

  Fabricating the frame was straight forward. This is all 16 gauge 1″ square tube. I made notch templates from my 3d files. The wood is mahogany finished with waterlox. When the finish is fully cured I will knock it down to a less glossy surface. I also cast some low profile urethane rubber feet […]

Categories: Fabrication, Uncategorized

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Building more storage for my shop

September 29, 2017 by AlecMoody

I do all of my work in a 570 square foot attached garage. The space needs to function as a photo studio, mechanics shop, a metal fab space, and occasionally I do composites work. In the last few years I reached a point where I had too many tools and parts to store and there […]

Categories: Fabrication

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What I have been doing since I posted the prototype video

September 22, 2017 by AlecMoody

The prototype video got a huge reaction, way beyond my expectations. Different versions of that video have been viewed over six million times. It is really vindicating to see such clear evidence that there is an audience for this kind of game. In the last few weeks I have been fixing bugs and improving the […]

Categories: Uncategorized

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Wrench Announcement and Prototype 1 Video

August 15, 2017 by AlecMoody

The last two weeks have been busy. I finished my first large prototype milestone and have officially named my game Wrench. I am entering the phase of development where I want increased exposure. If you have been following my development, please share this. My friend Matt Kohr put together this logo for me: I also […]

Categories: Uncategorized

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Implementing content and finding out my gameplay systems were broken

August 7, 2017 by AlecMoody

The next step is taking all my art content and getting it set up with the pickup and snapping system I have already posted about. For VR, it’s best to do as little as possible in tick events. Current VR headsets run at 90 frames per second and future headsets my run at higher framerates. […]

Categories: Art, blueprint, gameplay systems, Uncategorized

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Tutorial: Photogrammetry Rubble Prop

July 30, 2017 by AlecMoody

I wrote this tutorial for my personal website earlier this year but I am moving it to this blog for it’s faster servers and because writing a follow up guide covering what I have learned building models for this game. Reality Capture Sculpt, Low, and Baking  

Categories: Uncategorized

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Game update

July 28, 2017 by AlecMoody

Over the last week I made a bunch of a new art and did polish pass on the gameplay system. In the prior gameplay systems posts I was working with a single variable that controlled install and removal called “bInstalled.” This was good for testing the flow of communication and getting the basic structure working, […]

Categories: Art, blueprint, gameplay systems, Uncategorized

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Garage updates

July 27, 2017 by AlecMoody

I made the garage bigger and brighter while adding more variety to the types of spaces. I’m still working at a sketch level of detail so that I can keep things flexible for future changes. I’ll do polish pass on the garage much later in development when I have a totally clear idea of what […]

Categories: Uncategorized

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Art Post- VR hands

July 22, 2017 by AlecMoody

I wanted a nice looking set of replacements for the default Unreal hands but I didn’t want to take a week+ to build them in marvelous designer and Zbrush. Like with the car parts, I am using photogrammetry to get a high quality result quickly. The scan was about 350 photos process in Reality Capture. […]

Categories: Art

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