New fighter: Umbrella! Available on Steam.

A New Perspective on Single Player AI

I want you to take a second to look back on your fondest memories of your favorite fighting games. Think back to your most dominating victories, your closest comebacks and your most crushing defeats. Whether you’re a tournament veteran, or just passing the stick around the floor in your living...

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Securing a Legend

![](http://farm6.static.flickr.com/5228/5656085152_e5b09eedf9.jpg) Hey there. My name’s Peter Bartholow, and I’m… a bunch of things here at Reverge. While my official title is “Lead Designer,” I’m also spearheading a lot of community and PR work, as well as helping out with some internal production stuff. As you may have heard, last week...

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On Animation in Skullgirls

Hi, my name is Mariel, and I’m Skullgirls’ lead animator. I’ve previously worked on Scott Pilgrim vs The World: The Game and a number of titles from Wayforward. I thought I’d take the opportunity to share a few thoughts on the animation in Skullgirls. One of the unique things about...

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[Damage x N] – The Problem With Loops

A loop, as defined in fighting games, is a repeatable series of hits in which the last hit of the series leads back into the first hit. Loops are everywhere in competitive play, and it’s easy to see why: a practical loop is often the easiest, most consistent way to...

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Skullgirls’ Artistic Origins

Welcome to the Skullgirls website – from here on, the team will try to do a blog post every Monday. Since Mike has spent so much talking about Skullgirls’ gameplay, it was suggested that we kick this off with a post about the game’s art. First of all, let me...

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