When I first started experimenting with VPW Studio in June, I dove straight in. No plan, no roadmap, just pure curiosity. Everything felt like an unplanned texture mod, improvised as I went. WCW/nWo Revenge is less sequential than other AKI games, which made it easy to get lost in the process. Eventually, I hit a point where things became scattered and unfocused. That led to a few hard resets before I finally started to understand how I needed to work.
I also experimented with different ways to share progress such as Discord, Reddit, and Substack, but each one brought its own distractions. In the end, I found this simple WordPress blog to be the most natural and stress-free way to document the project. Writing here feels closer to keeping a lab notebook than posting on social media: quieter, slower, and more sustainable. I’m not quite ready to advertise yet; for now, this space is more about focus and reflection than visibility.
I also wanted to take time to really study the art of these games. When I rushed, I was more likely to fall into copy-and-paste habits instead of building textures pixel-by-pixel. Taking things slower revealed how deliberate the original artists were—each detail hand-placed, every color balanced for the N64’s limited palette. This is an example of an updated Raven “The Sandman” T-shirt, redrawn with that same attention to detail.
This week, I’ve been refining my workflow and testing new ideas. One of the more interesting experiments was coding entrance attires in Revenge—a small but meaningful step. The current test uses a Chris Jericho / “Monday Night Jericho” shirt as a proof of concept. It’s a small detail, but it represents progress in the right direction.
After months of trial and error, things finally feel like they’re aligning again. Structured experimentation. Sustainable pace. Back on track.
