Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Flouride

  1. While Starks and Poddar work on TOW2 it doesn't necessarily mean that they won't work on Avowed. At least before this Obsidian has used pretty much all of their narrative designers on each game. Naturally Starks and Poddar will be more focused on TOW2 and won't have as much work on other projects, but they will still share some of workload if there's enough work to go around. You might not see a companion written by either of them on Avowed, but writing a few NPC's for the game is something that they could do. As far as I know Obsidian writing staff currently consists of: Carrie Pat
  2. Brandon Adler - Game Director Megan Starks - Narrative Designer Nitai Poddar - Narrative Designer Dan Maas - Production Director Kevin Kirst - Lead AI Programmer
  3. Kate Dollarhyde is the Lead Narrative Designers currently on Avowed. Lucien Soulban had that role earlier, but he left to Torque Games.
  4. No idea at all. He has been on the project since summer last year. He worked on Avowed as Gameplay Design Director until July of 2019.
  5. I'm sure there are people at Obsidian who would love to make the 3rd game in the series. Brandon Adler is leading a project of his own, maybe that's Pillars of Eternity 3. He did lead two of the DLC's after all. Naturally the team won't be as large as on Deadfire, but then again is that such a bad thing? It's not like they are in any rush to get it out this time. Obsidian has Outer Worlds DLC #2 coming up next year, Grounded is getting updates almost monthly with the full release scheduled for next year. Avowed is supposedly coming out in late 2022 or early 2023. Sawyer's and Adler's project
  6. Umm, what? Haven't you checked out how many of the bigger/mid tier indie developers got either bought or just outright quit making games in the 2000s and 2010s? If anything Mr. Slam Dunk should be praised for his efforts in keeping the company up and running for such a long time. Had it not been for Kickstarter we might not have such companies as Double Fine, Larian, InXile and Obsidian left. For a while the playing field for indie developers was really bleak. At least for now there's GamePass and there's Epic that give these companies some options. But if you are trying to make AAA games, you
  7. Compiled a list of all the people mentioned here: Chris Parker - Game Director Lucien Soulban - Lead Narrative Designer Paul Kirsch - Narrative Designer Jorge Salgado - Lead Area Designer (?) Kayd Hendricks - Senior Area Designer Seth May - Area Designer Maxwell Matzenbacher - Senior Combat Designer Martin Smith - Senior System Designer Kevin M. Lee - Senior System Designer (I'm not completely sure on this one) Kyle Koenig - System Designer Nick Carver - Senior Technical Designer Robert Nesler - Art Director Dimitri Berman - Lead Character Artist James Chea -
  8. Few additions: Kimie Kim-Mizutani - UI Artist Seth May - Area Designer Kayd Hendricks - Senior Area Designer
  9. How do you even get those mint chunks? I managed to get 4 because of graphic glitch, but can't seem to break the glass to get the rest.
  10. https://news.xbox.com/en-us/2020/07/31/grounded-over-one-million-players/ The little game that could. Big congrats to the team. Well deserved and well beyond anything I expected from the game.
  11. Not necessarily. Those 3 DLCs were planned from the beginning as was post-production support. It really depends on how you work your budget for the game, did you add those things into the original cost of the game or will you keep those as separate things in your books. Those DLCs did create some revenue as well and they must have had a projection on how much they would make from sales. I personally would count the cost based on everything I'm doing for that game. Initial release and development cost, post-production and the DLCs. That's somewhere around 15-25 million dollars. You mark th
  12. Coalition and all those studios stuck working on the next FIFA, NBA, NHL games? But, yes. Most studios will want to work on multiple different IPs. While working on FIFA games might give you a guaranteed paycheck each month, any creative type will get sick and tired of doing the same stuff all over again. Feargus even commented on this on the gameindustry.biz interview, and how he wants to be able to shift his workforce from larger projects to smaller projects and vice versa. I think they are well aware that if you have someone working on same kinda games or the same IP for years, at
  13. Seems like they are not working on the DLCs. Carrie Patel is Game Director on the 1st one and Brandon Adler is the most likely candidate for the 2nd one as his LinkedIn has him working as a Game Director. Though as Cain & Boyarsky are the co-directors on Outer Worlds, I'm gonna presume they are aware what the DLC teams are creating even though they are not fully working on those projects.
  14. That would not make much sense. Outer Worlds got released late last year. No way they started to work on the sequel in 2017 or 2018 when those projects got started. It's a known fact that there is an upcoming "large project" in the works at Obsidian with a very small team working on it currently. It's in early pre-production and will get staffed up as development on other projects allows it. That would make it Project Arkansas or whatever state got it's statehood after that if there's some other small project being made.
  15. Outsourcing. With Microsoft paying for the development, Obsidian can and will use outsourcing on this project. You can get a ton of art assets by outsourcing some of that development to freelancers and other studios. As far as I know Obsidian has multiple Outsourcing Managers working for them, whom they've hired after MS bought them. Just look at the credits for The Outer Worlds: https://www.mobygames.com/game/playstation-4/outer-worlds/credits They used Virtuos studios for a ton of art assets and animation. Chinese labor is just so much cheaper than hiring the same amount of artists a
  16. Ah, okay. I didn't do the count myself so thought I would ask. Yes, that would leave about 80 people to work on Alabama, Mississippi and Illinois. The cancelled project did have some of the Pillars of Eternity team working on it. It might have even been Pillars of Eternity 3. (Cancellation occurred in mid/late 2019) In a way it would make sense that they cancelled/postponed that game in favor of Avowed. Two different games set in Eora would be a bit too much, especially if Avowed stole the setting and maybe even parts of plot from Pillars of Eternity 3. Avowed could and should have a bigg
  17. Naturally the issue is money. Back in 2018 Obsidian released Deadfire. That gave them a cash injection (even if it was way less than they expected). 2 years and 7 months ago was in beginning of 2018, Feargus and Obsidian as a company expected high income from Deadfire sales when they started their pre-production on Avowed. Feargus has always been smart with the money side of business and probably dug into the reserves a bit (or just used some of the funds they received from Private Division to fund it or parts of it check Chris Avellone's posts in May 2018 about how this works) while waiting
  18. They also had Project Illinois and Mississippi back then. Avowed went into production after them or at least got it's project name after them. We know that they cancelled at least one project in 2019. Maybe even two. Obsidian didn't have exactly 190 staff members to work on games back then. You forgot that Q&A and all the admin staff are about 20-30 people at Obsidian.
  19. Well two insiders seem to agree on this information. That 7 months in pre-production doesn't mean much. It could and should have been a very small team at that point. Back when Obsidian was bought by Microsoft those insiders were saying that there's a project at Obsidian that Microsoft was really interested in. That project was not The Outer Worlds, nor Grounded. To me that's another proof that Avowed was being worked on in some capacity prior to the announcement that Microsoft has bought the company. Full production on the game obviously started when Microsoft deal finalized. Obsidian start
  20. Work on Awoved started 2 years and 7 months ago according to some people over at Resetera. It's been in works longer than Grounded that is just about the get released into Early Access. So it seems likely that it's been in pre-production few years ago. They've been hiring bunch of people for the game ever since 2018 and 2019.
  21. You can also add Scott V. Gilmore as Senior Audio Designer to the list of devs working on this.
  • Create New...