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Adam Brennecke

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Everything posted by Adam Brennecke

  1. Thanks! We've been getting better at doing updates (and are able to do them more quickly) - I'll pass on your words to the update team.
  2. The customizable elements will not show up in the portrait of course. Just like in the IE games you will need to use your imagination. As for the artist that painted the orlan... I can say that it is the same artist that painted the image of Sagani. Rob may/may not reveal the artist in his next update. I'll leave it up to him. Re: Portraiture--fair enough! Re: Artist: YOU. ARE. KILLING. ME. (Edit: Thanks for the answer, though. ) OH WAIT JUST A MINUTE. AGAIN. Hmmm. K. Sagani, the Orlan and.... There was actually one other painted artwork I totally forgot about until just now. Is it Kieran Yanner? (The first individual Sagani and the group action shot Sagani looked different so I thought they were different artists. But "K," you know...) No. Those two pieces were not done by Kiernan Yanner. Sorry for being so vague about it! I would love to tell you, but I don't want to get the artist in trouble. He is relatively new to the games industry, so you will have not heard of his name (well... maybe). All will be revealed in due time - thanks for your patience.
  3. The customizable elements will not show up in the portrait of course. Just like in the IE games you will need to use your imagination. As for the artist that painted the orlan... I can say that it is the same artist that painted the image of Sagani. Rob may/may not reveal the artist in his next update. I'll leave it up to him.
  4. They've already answered this a while back. Actually I think that information is in this very update. Actually I haven't read all through this, but I believe he only called out specific folks. I can't imagine there only being like 3-5 artists. Even the tiny mobile game studio I started marketing on had 2 artists, and quickly grew to like 4-5. I've done the calculations, but I can't find them right now.... It's something like 8-12 artists. Rob mentioned most of the people in this update, except 1 or 2 that will be coming on later. They weren't set in stone, but one is Brian Menze. Anyway, most of teh artists and their respective departments were mentioned. edit: found it Kien Tran Dimitri Berman Polina Hristova Rob Nesler Hector Espinoza James Chea Sean Dunny Mark Bremerkemp Antonio Govela Yup. That's the art team. We will be looking at adding a few more artist to the team in the future.
  5. Chris Avellone is playing Arcanum to raise funds for the $4.0 million dollar stretch goal you helped us reach for Project Eternity. It's installed and he’s ready to start playing – we here at Obsidian wanted to know how you’d like it played! Let's Play Document/Blog 10 minute Let's Play Youtube video bites Streamed on Twitch Format doesn’t matter to me, just enjoy it. The poll will close on Wednesday (1/23/13) at 6:00PM Pacific Time. Thanks for you feedback!
  6. In today's update we ask the Lead Animator on Project Eternity, Mark Bremerkamp a few questions about being a game developer. Mark hails from Detroit, Michigan, and he has been with Obsidian for eight years. He is a man of few words - everyone give a warm hello to Mark. Q: Hello, Mr. Bremerkamp! What is your job on the Project Eternity team? A: Lead Animator Q: What are you working on this week? A: Initial attacks for the light spear (1h thrust) and the pike (2h thrust) Q: What is your typical work day like on Project Eternity? A: First drink coffee then check my e-mail and look to see if there are any meetings that I need to prepare for. Then I usually look over the work from the day before. I like to always go back with a fresh set of eyes to see what worked and then I'll make some notes/changes. After all that I get to animating the fixes or I'll move onto a new animation. Q: What are you most looking forward to on Project Eternity? What are you looking forward to animating? A: That’s an easy one...Creatures. It's always fun to animate strange and creepy critters. Q: What other games have you worked on? A: Vampire: The Masquerade - Bloodlines, Alpha Protocol, Fallout New Vegas, and New Vegas DLCs. Q: What do you like to eat for lunch? A: Well I usually brown bag because I head over to the gym at lunch. When I do go to a restaurant my first choice is Yard House at the Irvine Spectrum. Q: OK. So, what is your favorite beer? A: On a special occasion I like to drink Gulden Drook. Q: What do you like to do when you aren't animating? A: When I'm not animating I love to spend time with my wife and two children. Q: Do you have a favorite animator or artist? A: Chuck Jones is an animator that I really looked up to when I was younger. Richard Williams and the "Nine Old Men" are also high on my list. Some contemporary animators that I really enjoy are Carlos Baena (Pixar) http://www.carlosbaena.com/ Victor Navone http://blog.navone.org/ and Keith Lango http://keithlango.blogspot.com/ Q: And where do you draw your inspiration from? A: Movies, music, games and other animators are all part of it. But really life in general. All the world's a stage... Q: Are you excited that the NHL is coming back? A: Yes. It about damn time. Go Red Wings! Q: What's your favorite game? A: OK well...that's a really big question because like many different games for different reasons. Old school games are really near and dear to my heart. When I say old school I'm talking about Intellivison Games like the Treasure of Tarmin. As for the newer games.... God of War, Batman, and Uncharted Series. I'm also playing a lot of games with my kids. A recent game that my 4 year old son and I both enjoy is LEGO Star Wars Battle Orders. Q: Anything else you would like to share? A: Nope. Thanks Mark! Next week Josh is planning to have another game mechanics update for you. Steve, Tim, and Josh have been working on attack mechanics over the last week and are currently planning abilities for classes. I don't know what Josh has planned to write about, but I'm sure it will be interesting! Until next time.
  7. The high-poly modelling is for baking out normal maps. The low-poly modelling is what you see in game. The same low-poly model will be used for in-game and paperdoll.
  8. Today we have a meet the developer update with Dimitri Berman, Lead Character Artist on Project Eternity. We are planning for a design update next week, and then we will be going on hiatus for two weeks due to the holiday break! Q: Hi Dimitri! What do you do on the Project Eternity team? A: Hi everyone! I make sure all characters and creatures meet our set quality bar as they enter the game, this includes creation of high poly and low poly models, textures and materials, and occasional skinning and rigging. I work closely with animators, programmers, and designers to make sure our stuff looks and behaves as best it can, and also prototype new systems if we find something particularly cool we can do that the players will enjoy seeing. Occasionally I will jump over and help out the environment guys if they need help with complex set pieces. Q: What are you currently working on today? A: Today we're doing a couple of things. Firstly, we're getting our first weapons into the game, properly equipped by characters. And oh boy, there are going to be a lot of weapons, you can thank Josh for that! And then I am working with Antonio, our character TD to prototype the character rigs for other playable races. Different races in Eternity will be different scales and this poses various challenges to making their equipment and animations. Q: What's your typical work day like on Project Eternity? A: Usually when I get in I make a cup of coffee. And then another. Then I usually Facebook until it is lunch-time. After lunch I take to Twitter like a madman, Pinterest and Instagram my fingers off, and then after more Facebook it is time to go home! In all seriousness, I usually check my work email, and get to work on our current goal. Right now we are not creating content, we are figuring out our pipeline for building every single thing in the game, so when the time comes to creating art (during Production), we can focus on the art itself and not fighting technology to make it all work. RPG's are really complex especially when it comes to characters and there are a lot of things we always keep track of, so players in the end can have a wonderful, bug-free experience. Q: What are you most looking forward to on Project Eternity? A: It's exciting that it is a brand new IP, which allows us to put creativity into characters and art that we would normally not be able to do due to IP constraints. Eternity is also going to be a really big world, with lots of stuff in it - it is going to be rewarding in creating so much art for our fans. Q: What other projects have you worked on at Obsidian? A: I have worked on Neverwinter Nights 2, its expansions, Dungeon Siege 3, and sadly a couple of cancelled projects. Aliens 4EVER. Q: Where do you like to eat for lunch? A: Southern California has cuisine from everywhere, so I like to mix it up, be it Thai, sushi, or In-n-Out. But I think I eat more Mexican food than any other. It all started with me living in New Mexico for 10 years and then moving to San Diego. Q: What do you like to do when you aren't making art? A: What? Q: Who's your favorite artist? A: I would say HR Giger and Zdzislaw Beksinski are two of my all-time faves. Q: And your favorite Ninja Turtle? A: Leonardo, hands down. He is the true ninja. Q: What about Rafael? A: I find his equipment lacking. Q: What's your favorite game? A: Oh god, I don't know where to begin. There are tons of good games, I don't know if I have a favorite. I've always been a PC guy, and I grew up on first person shooters (Dooms, Quakes, ROTT's), RTS games, and of course old fashioned RPG's. I would play Eye of the Beholder non-stop, drawing out my own map by hand because minimaps weren't invented back then. But with games like Shadow of the Colossus, Dark Souls, and Journey, there are jewels in the modern console world that I really, really enjoy. Q: And finally what's the best brand of Vodka? A: Vodka is vodka, can't go wrong. I've heard about these two being good, but I've yet to try them - пять озер or зеленая марка (Five Lakes, supposedly Siberian, and Green Mark) . Honestly lately I've been drinking Absinthe. Thanks Dimitri! If you have any questions for Dimitri post them in this thread!
  9. Hello everyone. My name is Rob Nesler, and I am the Art Director on Project Eternity. I've been told I'm a potty-mouth, but since this is a public and safe (PG-ish) space, I will do what I can to control my bad words in this: FIRST ART UPDATE. There will be many more, hopefully with some visual candy for you guys, if I f’n feel like it, or if Fearg’ f’n makes me. Right now, my intent is to bring you up to speed on what we’ve been doing for the last several weeks. It’s called: laying the groundwork; building the foundation, or doing the nitty-gritty. Often, when starting a project, the artists and I just want to start drawing sh-ssstuff. Especially with contracted 3D games, we have a basic idea of the world we’re making, an initial list of some of the things in it, the basic parameters for making assets, and so we just get started. With Project Eternity, we are starting the development of a rich storied RPG from scratch, zilch, nada. Oh, and we rendered that really cool image for you all at update #20, and so we felt we could take a step back--Waayyy back. We are stepping back some years in visual “perspective”: to a fixed isometric view--so, NO “perspective”--of an essentially two-dimensional world. The traversable environment is pre-rendered to a high degree of realism, but we’re using a modern 3D game engine: Unity, for 3D characters, creatures, effects and animated props to be rendered in real-time and to assemble it all together, seamlessly. With this decision we’ve opened up a whole kit and caboodle of possibilities in terms of visual fidelity, occlusion, lighting, effects, and physics. At the same time, we’ve created some immediate technical problems that needed to be solved, before we could all go out and start making sh...‘er...stuff. If you’ve been reading/watching Josh’s updates, you must understand that we are creating a brand new yet substantially familiar RPG experience essentially out of thin air, complete with a fully realized fantasy world, including new rules, new races, new places, new nations, new lore, new creatures, new story, new characters, a whole new combat system, with specific armor and weapon types, new this, new that, and a whole bunch of other new stuff--really we’re creating everything from nothing but what spews forth from Josh’s blazing fingers and angelic vocal cords. “How does that work?” you ask. Well, I’ll tell you: what happens is we all sit around a fire, in a far off and desolate wilderness, as he chants: what things were, and are, and what will be and sometimes why. We listen, we ask questions, and we discuss. We in turn, propose thoughts and ideas that are considered, further discussed, sometimes dismissed, but also sometimes gathered up and swirled into the glowing embers of this primordial glowing emergent world that is floating--NO!...LEAPING!!--out of the creative fuel, breath of air, and heat of our collaborative works. As well, we’ve decided to abandon the application we would normally use to create everything, for a supposedly-more-popular-more-capable app, and nobody really knows how to use it... ...BOOM! Yep, I just wrote and you just read THAT!... ...So, with our new software: Maya (the old software was Softimage) we’ve been making test worlds--we call them gray boxes. We’ve been making test characters--we call them gray characters. We’ve been giving them gray animation, we’ve been giving them gray (actually sometimes white, we’ll make some black ones too, we’re not racist) weapons, and we’ve been inserting them into our prototype worlds to prove to ourselves and you, that we know what we’re doing, and to lay the groundwork for expanding these vacant golems into player and non-player characters, that can interact with the world and other characters in a more meaningful and varied way--you know: picking up stuff, and hitting others with it, and taking their stuff and putting it on, or selling it--oh yes, and with color! Just kidding! Haven’t you been reading what I’m writing: this game is going to be DEEEEP! So what the hell have art people been doing?? Character Team: We have a very talented lead character artist, named Dimitri, and yep, he’s Russian, but he doesn’t speak it so well anymore--his mother is not happy about it, more on that later. In addition to a tremendous amount of early help getting basic traversable geometry, with a rendered scene that occludes 3D characters when they walk behind things (in essentially a 2D world--remember!) he’s been establishing the basis for weapon, armor and equipment attachment on our player characters, with Adam. As part of that he has to write documents. Booo!!! Documents Buh-LOWW! Our other Character Artist; James is from China, but says he's from Fresno. He is essentially Dimitri's slave and willingly does whatever he’s told to do, because he doesn’t have to write documents. I sometimes give James direction, but I’m pretty certain that Dimitri tells him to ignore me immediately after I’ve left their office. Remember Dimitri is Russian, so he’s a little controlling, very direct and has high expectations. This isn’t a problem, however, because a) it’s his job and b) it just so happens that James is pretty good and making characters. He made our first character Edair, who can be seen running around with a morning star flail the size of a medicine ball--not his fault. He seems to know Maya better than Dimitri, but let’s his boss learn the hard way--keeping his ear buds in, pumping up the volume, and modeling and texturing his cares away. He’s making gray weapons now. For some reason Dimitri speaks Russian expletives perfectly. Mark is our Lead Animator, and he knows his sh-tuff, but he made the Medicine ball. Needless to say, he will not be asked to make any more weapons. No no, it just so happens, that he was making it so he could test physics on weapons. So, it’s all good--we don’t care what things look like right now, we care about making things that matter, and making them right. Lately Mark has been testing cloth physics on our characters, as well as physics on weapons, and attachments. Prior to that he was building a basic set of traversal animations and getting them into the game. Crucial. Antonio is our Technical Animator. He makes rigs, writes scripts that make rigs, and rigs the rigs. It’s all very technical. You wouldn’t understand. He’s a professional. Polina is our concept artist, and is the only one really making pretty pictures, and you've seen a lot of her work, already. Kien is currently on loan to Project New York, aka. The Stick of Truth. Don't worry, they are paying for him. We use code names for our projects, because we’re professionals. Project Eternity (also a code name) is Project Trenton. BOOM! Yep, you got it! And nope! I’m not gonna tell you any more about that.Environment Artists:Sean is making a dungeon! He’s been working with our programmers to come up with the correct way to build a massive and awesome level so that we can do all we need to do, as big as we need to do it, and in as little time as we can do it in. Again, crucial. Minecraft is his best friend. Hector, our Lead Environment Artist is on a sabbatical. Yes! we get those here, again, because we’re professionals and only sometimes. Nobody knows why or how, but we're certain it's painful. And boy! is he in for a surprise when he gets back; he loves Softimage. People on sabbatical don't get images of their work posted. Okay, so that’s it. Oh, what about me? What the hell have I been doing all this time? That’s a really good question. Aside from running around and keeping everybody busy and doing meetings and stuff, and writing this update, I've been developing a style guide which involves a bunch of meetings and discussions, and I've been drawing a few things, which I will show, if I'm allowed, in the next art update. Rob Out! Update by Rob Nesler
  10. One Week Left for PayPal The Project Eternity PayPal donation period will be ending next week on Monday, December 3rd at 6:00PM PST. After December 3rd current backers can add shipping and handling costs at our backer fulfillment site (coming soon). At the backer site, you will be able to select your add-ons and fill out your shipping address, so make sure you keep an eye out for the email that explains how to use the backer site. As a reminder we will let you know when the emails go out in a future update. After next week we will be accepting slacker backer donations via PayPal for $29 for a Digital Download Copy of Project Eternity for Windows, Mac, or Linux. Get in now for a discount this week if you haven't already! The higher tier rewards and physical items offered on the Kickstarter will not be available past December 3rd, 6:00PM PST. Current Developments The Project Eternity team is tackling a number of different things in pre-production including story and world building, creating the look of the Aumaua and Orlans, character customization, combat, and fancy rendering R&D. Here are a few bits on current developments: The narrative team is creating the world almanac which contains all the information about the people and history of Project Eternity. Right now they are fleshing out the pantheon of gods. Do you have any crazy or wacky ideas for gods? Share your ideas in this forum thread! The artists and programmers have been working on character customization. The system allows for individual pieces of armor to show up on your characters such as boots, gloves, and chest armor. When you swap armor, the character's torso model and texture are also swapped out. There are thousands of different armor, weapon, head, and hair customization models for each race (male and female too!), and we need to make sure that the system can organize and manage all of these character assets. Lastly, the picture is from an early test environment area using temporary art assets. The red shapes represent collision geometry that will block pathfinding and line-of-sight. The light blue/greenish color represents the walkmesh geometry which determines where characters can walk. We use this area to test tech features that we are building. For example, we are using the cemetery in the lower left to test out complex party pathfinding. If you look carefully, you can see two test characters in the picture. Next week we will have an art focused update by Rob Nelser, the lead artist on Project Eternity. Time to get back to work on character customization! Adam out. Update by Adam Brennecke
  11. As promised in Update #30, it's time to meet the people making the game. In today's update, we interview Steve Weatherly, a programmer on Project Eternity. Q:Steve, can you tell us what you do on Project Eternity? A: I'm a gameplay programmer primarily responsible for making combat happen. What that means is that I look at what Josh and Tim design for the game, and tell them it can never be done. After that, they tell me it has to get done, so then I figure out a way to make it happen. I spend most of my day writing code, either for AI (to make the enemies act like they know what they're doing), or the underlying code that makes characters fight and take damage, etc. I'm also our chief Reddit ambassador, which I sort of fell into but it has been a lot of fun. Q:What are you currently working on today? A: Today I'm actually working on building our equipment system. When I'm done, designers will be able to take a weapon that an artist models and drag it onto a character. The character will then hold it in their hand, swing it, and cause damage to their enemies. My weapon of choice is currently the flail, which Unity made surprisingly easy to create. Q: What’s your typical work day like on Project Eternity? A: When I start my day in the morning the first thing I do is check email and make sure there aren't any outstanding issues or meetings I need to think about. I frequently also log into Reddit to see if I have any fan questions. After that I fire up Unity, update my build to see everyone else's work, then run the game to make sure it still works like it did when I left the night before. If there are any major issues I'll take care of them, otherwise I'll start working on whatever the next thing is that I need to build. I usually head off to the gym at lunch because my office is a dark cell and I need sunshine (or the fluorescent lights of the gym). Then more programming after lunch. Around 3:30pm I'm about ready to fall asleep, so each day all of the programmers gather up and walk across the street for coffee. That might seem like a waste of time to some, but it gives all of the programmers a chance to talk about what they are working and bounce ideas off of each other. Also coffee. Q: What feature are you most looking forward to programming? A: I got into the game industry wanting to be an AI programmer. So, while I enjoy the challenges of engineering other systems, AI is where my heart is. I can't wait until we have a full complement of spells so I can write some cool wizard AI and give people an epic wizard battle! Q: What's been one of the largest challenges so far? A: So far the biggest challenge has really just been getting familiar with Unity and building stuff so that when the design team starts making levels they will have a solid set of tools, easy to use and ready to go. Q: What other projects have you worked on at Obsidian? A: I've been at Obsidian almost 7 years, so there's been a lot. I started out as tools programmer on the Neverwinter Nights 2 toolset, followed by my first job as an AI programmer on the cancelled Aliens RPG project, after that I helped out with Alpha Protocol's AI system doing bug fixes. Then I moved to Dungeon Siege 3 where I was responsible for building the AI systems both for the game and our Onyx engine. I served a tour of duty on South Park integrating the Onyx combat system with the turn based design of that game. They hired Tim Cain to replace me on South Park and I moved over to the (now cancelled) North Carolina project. Between North Carolina and Project Eternity I worked on various prototypes we were doing to try and pitch games. Q: Where do you like eat for lunch? A: Being a California native I really love Mexican food. We tend to go to Wahoo's Fish Tacos a lot because we can walk there from the office and it's pretty good. Q: Who's your favorite programmer? A: Well, I would say Adam Brennecke, but he's a producer now and is dead to me. So it's going to have to be Tim Cain. I definitely envy his ability to design, code, and bake well. He's a triple threat and that's also earned him a spot on my list of most job threatening co-workers. Fortunately I know his weakness... Q: What's your favorite game? A: That's easy, my favorite game of all time is Baldur's Gate. It was the first RPG I played and the first time I felt like I was in another world that I could explore. I'd never experienced that before and it's what inspired me to want to make games for a living. Q: What do you like to do when you aren't programming? A: Drink... heavily. Preferably whiskey, but I'm also happy with vodka. Q: How many push-ups can you do? A: More than the average programmer, but significantly less than Chris Avellone. Q: What's your favorite Thanksgiving dinner dish? A: Cornbread stuffing! Thanks for reading. We want to have weekly updates on Tuesdays from now on, so be sure to drop by every Tuesday for the next Project Eternity update. If you have any additional questions for Steve - post them on this thread and he will be happy to answer some of them!
  12. http://www.youtube.com/watch?v=Qto3oORvRf4&feature=youtu.be Today's update isn't about lore as much as it is about the focus and process of developing our central plot. I'm not going to spoil any details of the story, but I do want to share what we're working on. When we develop stories at Obsidian, we often ask ourselves (and each other), "What's the conflict and why do I care about it?" and, "What is my range of roles in resolving the conflict?" "RPG" means a lot of different things to different people. For us, it's important to let the player decide who he or she is in the story. That means when you set aside class, race, magic missiles, and all of the other goodies, the player needs to be able to define his or her own motivations, attitudes toward others, and ways of resolving problems in the story. Finding the right level of player freedom and clarity of purpose can be difficult. It's tricky to develop scenarios that can convincingly motivate characters of many races and classes, many backgrounds, and many moral and ethical stances. A conflict that is too "hands-off" or impersonal (e.g. a political conflict that doesn't directly involve the player) can make it difficult for players to connect to it. A conflict that is extremely personal may rub players the wrong way if it assumes too much about their character or if it feels like their choices don't have a large enough impact on the world around them. Because this is the first story your characters will shape in this world, we want to start with something small that grows into something larger. As we have hinted before, the story opens with the player's character witnessing a supernatural event that puts him or her in a difficult situation. The full ramifications of what you become a part of are not immediately apparent, but you quickly become aware that you have... new problems. Dealing with these problems makes you realize that resolving your situation is inexorably linked to the fates of many others. In some cases, these "others" are individuals. In others, they are much larger groups of people. You will get to interact with them all in various ways over the course of the story. If we do a good job in developing these groups and characters, the decisions you make in the course of resolving your problems will be interesting and difficult to make. That's what we're aiming for, but that doesn't necessarily tell you what we've been doing. On this project, the process started with a rough idea for a story and a theme that went along with it. The story itself wasn't that important; it was just an idea to get us moving. What followed were critiques of the story's premise, the unfolding of the plot, the player's motivation and involvement, and the scope of the conflicts the player faces from the beginning through the end. For the past few weeks, we've been exchanging various small ideas, big ideas, minor tweaks, radical overhauls, and brand new storylines. Through it all, we regularly return to the questions I posed up above: "What's the conflict and why do I care about it?" and, "What is my range of roles in resolving the conflict?" We can (and do) write about all sorts of character and location ideas, subplots and interesting takes on themes, but until we answer those questions in a way we believe will be compelling to your characters and all that they may be, we still have work to do. We like to develop fun ideas we come up with and every once in a while we delight at some clever character or situation we think of, but for us, it's more important for you to feel clever, for you to feel like you can take control of a situation -- by whatever means you see fit. Until we believe we have a few gems on our hands, we'll keep the Story Gnomes digging in the mines on your behalf. Thanks for reading. Update by Josh Sawyer PS: Chris says he will start playing Arcanum mid-January.
  13. Today's update is different from what we've done so far, and is to give you a look at what's going on at the studio. During the making of Project Eternity we want to give you an idea on how our games are made. Making games is not magic - game development just boils down to a lot of work from a lot of talented people. I would like to pull back the curtain, and give you the who (the talent) and the what (the work that they do) to make Project Eternity a reality. The Stuff RPGs are large and complex games that have a ton of stuff, and much more stuff compared to most games. Characters, companions, dialogues, areas, monsters, abilities, spells, items, weapons, armor, sound effects, visual effects, interface art, music, crafting recipes, animations, textures, crates and quests are the bits of stuff in Project Eternity... and the list goes on and on. At the time that we finally ship the game, we will have hundreds of thousands of bits of stuff in the game. Managing and creating this stuff is one of our major problem when creating RPGs. Our task is to make all of the stuff as efficiently as possible with a high level of quality. Right now we are knee deep in pre-production. Pre-production is the period of time at the beginning of development where everything is planned and prototyped, production schedules are made, and pipelines are constructed. I'm not talking about oil pipelines here - I'm talking about asset pipelines. An asset pipeline can be described like an oil pipeline - First the asset is made by a content creator (like an artist), next the asset is processed by a tool so that the game understands what the heck it is, and finally the asset is placed into the game world in its final location. All of the different types of assets (stuff) require a custom pipeline. Pipeline creation is one of the many problems we are tackling right now in pre-production. The Team We have many different roles (sometimes called "hats") on the Project Eternity team. Most of the team fall into three categories: content creators (makers of stuff), programmers (making the stuff work), and production (making sure the stuff gets made). Our role percentage breakdown is a bit different than what we typically have on a project. If you look at my fantastic pie-charts below, you can see that we are content focused because we have larger design team, and since our team size is small we don’t have the need for a large production staff. All of these roles are equally important and are all vital for making the game great: Art Animation: Animation adds life and movement to the game. Every moving object in the game requires an animator to be involved. Effects Art: Spell effects, sword swings, fire, smoke, and blood are animated and designed by an effects artist. Environment Art: The environment artists make the world look beautiful. They do a pretty good job at it. Character Art: Character artists create the characters, companions, and monsters. They also model and texture all of the weapons and armor. Concept Art: Concept artists paint and illustrate environments and characters that fit within the art and design vision. Their art is used by the rest of the team for reference on style, mood, color, size and proportion. They also paint the 2D portraits and touch up the 2D pre-rendered environment scenes. User Interface Art: All of the buttons that you push, the interfaces that you interact with, and all of the mouse/item/weapon/spell icons in the game are designed and crafted by the UI artist. Audio Audio Design: Audio design is responsible for any and all of the audio that comes out of your speakers. This includes the creation and production of all of the music and sound effects, and making the character voices sound great. Design Area Design: All of the cities, towns, dungeons, and wilderness areas that you can explore are designed by area designers. They take the environments and characters made by the artists to construct a rich and believable world. They also fill the game with quests and combat encounters. Narrative Design: RPGs contain thousands of lines of branching dialogue and huge non-linear storylines. The world, story, companions, factions, lore, and themes are created by the narrative designers. System Design: Rules and systems specialists. They like numbers and spreadsheets. Combat, abilities, spells, non-combat skills, and items are designed by the systems designers. Production Production: The producers organize the team. They make sure everything is running like a well-oiled machine. Producers have the responsibility for making sure the game is delivered on time, on budget, and is awesome when it's shipped. Programming Engine Programming: The engine programmers deal with system, rendering, and physics code. Unity handles a lot of our engine-level programming for us, so we can focus our programming time and energy on gameplay. Game Programming: The game programmers implement the game design including the rules, combat, and abilities. They also code up gameplay systems like dialogues, quests, stores, and create artificial intelligence for monsters. Tools Programming: Pipelines and tools used by the team are made by the these programmers. Most of their code lives "outside" of the game code. Quality Assurance Quality Assurance Testing: The QA tester reports in-game problems to the rest of the team. They make sure that all the stuff is working together and functioning properly. We want to go into more detail on what each person does on the team in future updates. A two sentence description trivializes the responsibilities for each team member, so in the future we will dig deeper and take a closer look into the disciplines. Next week Josh has an update with lore and other fun worldly things. Update by Adam Brennecke
  14. We are working on it. Sorry for the delay, but we want to connect your Kickstarter and PayPal pledges with your forum account once the backer/fulfillment site goes live. Thanks for your patience!
  15. What We're Up To http://www.youtube.com/watch?v=mlfO8y-Ax3s Thanks to you, we're funded. Now the work begins. At this stage of the project, we are still in pre-production, so at Wednesday morning's team meeting we started talking about the passion-stirring topic of logistics. Before we start scripting quests and writing dialogues, we need to understand the full scope of what we're setting out to do. In some ways, the basics stay the same for us as they did a decade ago. But we have new problems to solve and we need to have them all worked out before we enter production. The key elements we have been focusing on are: The size and structure of the world - This game will be... large. And it will have two big cities, exploration areas, and a 15-level mega-dungeon. Ensuring that the world is planned properly requires examination of what has worked for us in the past and what hasn't. The original Baldur's Gate had a number of wilderness areas, but low density of content in many of those areas. Baldur's Gate II had much greater content density, but fewer wilderness/pure exploration areas. We'd like to make sure we have pure exploration areas while still maintaining good content density. Dynamic environment integration - Animated objects, interactive objects, ambient visual effects, water, dynamic lights and shadows -- all of these elements can be featured even within a "2D" world. Our goal is to strike a good balance between visual fidelity, performance (including memory on disk), and the amount of time environment artists have to spend setting up their areas. We prefer dynamic solutions that are relatively easy to author, as we want our environment artists to maximize their efficiency. Lore and story - What we've developed so far has been the result of a small number of impromptu discussions and high-level efforts. Last week, we (including George -- thanks!) had our first meeting to increase development of the setting and story. We discussed major themes we'd like to explore, the order in which we'd each like to develop aspects of the lore and characters, and what elements we each were having trouble wrapping our heads around. Our immediate focus is on the central conflict of the story and the various factions that have a stake in it. As the song goes, we've only just begun, but the team is excited and determined to make a game that lives up to your, and our, expectations. You've put a huge amount of trust in us, and we want to repay you with the best RPG we can. Next week, we'll be talking about system design and how we're approaching mechanics like class design, advancement, and the role of equipment. We're also working on fulfillment of some of the Kickstarter pledges and we'll have more info on that in the next few weeks. Finally, if you missed our D&D session from last week, we have it up on the for your enjoyment! Update by Josh Sawyer
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