Tag Archives: animation

Bobo & Ugh at FANTOCHE 2015

We are proud to announce that Revenge of the Cavemen will be publicly playable at the FANTOCHE 2015 Animation Festival in Baden for the first time, from 1st – 6th September, 2015!

So if you want to get your hands on the glorious adventure of Bobo & Ugh, move your ass to Baden during the first September week.

FANTOCHE has a long tradition, showcasing the very best swiss and international animation projects and obviously also some games (RotC for example).

Fantoche 2015 KeyVisual

Animation Curves


Most people had trouble getting on those moving platforms. This was due to their constant, linear movement where you had to jump on it exactly at the right time.

We’ve upgraded those animations with animation curves, which allow for a much greater controller of the overall animation, and making it possible to slow it down at start- and end position.


Animations, we need animations!

In the last blog-post we showed our new energetic alien-resources, achieved with an animated shader from Steven Craeynest.
Revenge of the Cavemen includes a bunch of actuators and mechanisms which until now, only had two states: Active and Inactive. So when we changed their representation, we basically just switched the inactive model with the active model. The result of this was that in frame X it looked like inactive, and in frame X+1 it was active. We’re now working on implementing all the different animations for the actuators and mechanisms. Have a look at the basic door:


Still not a perfect fitting asset, but it’s on a good way!