Hi everyone! I’m John Crofts, and for the summer I am the intern at Reverge Labs. I thought I’d write this blog to talk about how I got here, what I’ve been working on, and what the whole experience has been like. First of all, a little background about me....
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Hey everybody! I’m Cristina Vee, and for the past few months I’ve been recruiting talent, scheduling actors, and directing the voiceover sessions for ***Skullgirls***. You may have heard my voice in anime or other games, such as *K-On!*, *Tekken: Blood Vengeance*, *BlazBlue* and *Sakura Wars*. ![](http://farm6.static.flickr.com/5227/5854944654_edeb38a2ec_z.jpg) Alex Ahad, ***Skullgirls***’ art...
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Hi, I’m Richard Suh, and I’m the lead clean-up artist for ***Skullgirls***. Last week, we gave you a peek into our animation production process via a short [documentary video](http://www.youtube.com/watch?v=5VkDXBsIXso), so I wanted to elaborate on the clean-up process mentioned in it. Like any animation company, streamlining our work is a...
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Hello world! This is Vincent Diamante, Reverge Labs’ new Audio Director. This is my first time posting on this **blog**, and I’m knee deep in sound effects for ***Skullgirls***. The last console game I worked on as a sound designer was thatgamecompany’s *Flower* for PS3. Pretty similar, huh? Actually, on...
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Hi, this is Mariel, lead animator on **Skullgirls**. I’m here with animator Jon “Persona” Kim, and we’ll be talking about some of the more difficult bits of animating ***Skullgirls*** today. We’ll be discussing the kinds of details we focus on when trying to create a consistent look as we work...
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Hey guys, this is Alex Ahad, creative lead on Skullgirls. Today I’m going to talk briefly about the types of things I consider most important in character design. Most of the examples I’ll discuss today come from video games, but obviously the ideas mentioned here apply to any media. Above...
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