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Everything posted by C2B
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And a preview http://www.gameswelt.at/south-park-der-stab-der-wahrheit/preview/anstoessig-saulustig,204427
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Obsidian currently working on next-gen console title
C2B replied to funcroc's topic in Obsidian General
The hiring process for Skyforge has pretty much exploded as Obsidian posted multiple job-openings Visual FX Artist Concept Artist Charachter Artist Animator Senior Class Designer -
Update #62: Production 01 - State of the Project
C2B replied to BAdler's topic in Pillars of Eternity: Announcements & News
I don't mind it too much, but it makes me wonder what kind of people the first settlers were... Defiant Settler 1: We be defyin' this wood place real good! Defiant Settler 2: Yep, two defiant bastards, you n' I! Defiant Settler 1: So, what d'ya think we should call that bay we campin' in, eh? ... Nope That's why it's Defiance Bay. And those conversations actually happened. In the real world. There's literary a town called defiance. A lot of cities/towns weren't actually named with the intention to sound as creative as possible.- 287 replies
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Jim Rivers (Obsidian Hiring Manager) in ICU. Needs our help.
C2B replied to C2B's topic in Obsidian General
And donated. Get well soon Jim! Edit: At least I think I did. Receipt hasn't arrived yet. Edit2: got through. -
Update #62: Production 01 - State of the Project
C2B replied to BAdler's topic in Pillars of Eternity: Announcements & News
I'm not really sure why people don't seem to like the name *Defiance Bay*. Too english?- 287 replies
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http://www.donationto.com/Big-Jim-s-Get-Well-Fund
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http://www.computerandvideogames.com/425838/new-south-park-the-stick-of-truth-screens-released/
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Update #62: Production 01 - State of the Project
C2B replied to BAdler's topic in Pillars of Eternity: Announcements & News
Short (unrelated to P:E) question though. Is Matt Perez the brother of your storyboard artist John Perez? I know they worked together before.- 287 replies
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- Project Eternity
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Update #62: Production 01 - State of the Project
C2B replied to BAdler's topic in Pillars of Eternity: Announcements & News
Great Update!- 287 replies
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- Project Eternity
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Art Intern April Giron http://aprilgiron3d.com
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Obsidian currently working on next-gen console title
C2B replied to funcroc's topic in Obsidian General
April Giron - Art Intern on Project: Eternity https://www.linkedin.com/profile/view?id=81634865&authType=name&authToken=zK2h&trk=prof-sb-browse_map-name -
http://www.polygon.com/2013/8/15/4622252/plague-of-game-dev-harassment-erodes-industry-spurs-support-groups I think you should reconcile yourself to the fact that if every developer thought the way she does (and the way Bioware does) then games like Project Eternity or Wasteland 2 would not exist. Her views are are basically that traditional CRPG's (or any traditional niche games) should not exist, games should made for everybody. That's the critisism. That's ok. (And one I agree with) It does not justify hate-mail and death threats against her family. These actually dilute from the initial cristism as well.
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That's much more noteworthy It's an excellent example of when the internet goes off the rails. This should never ever happen and is utterly terrible. Stuff like this is also why I have problems with fanatics in any given situation. The only thing they do is dillute a valid critisism and make discussions impossible.
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Obsidian currently working on next-gen console title
C2B replied to funcroc's topic in Obsidian General
Lauren Gragg - QA http://www.linkedin.com/pub/lauren-gragg/15/797/458 Already worked at Obsidian till May 2012 as a production intern and works together with Liz Fiacco & Friends at Fallstreak Studios (Axle Kickstarter) -
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Well, yes. But those are the genres he named. What modern RPG has a single bottom bar UI?
- 204 replies
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- Rob Nesler
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Considering the prolification of wide screen 16:9 or 16:10 monitors, if the screen is not mainly side bars, I am concerned that you won't be able to utilize the setting as well as you could.But side-bar UI's scale fine to 16:9 and 16:10 resolutions, as the high-resolution mods for the Infinity Engines clearly show. You just need to make the UI bigger and more detailed than those that were designed for 640x480. Also from a purely thematic POV, side-bar with portraits is much more reminiscent of the IE feel. The IWD2 style single bottom-bar is not unique and thematic because it's the same style that almost all the modern RPG's (well mostly action-RPG's) that followed it used. Again, which? There's tons of modern rpg's that use a floating UI placement, but a single bottom bar? Dragon Age is the most prominent example of a 'modern' RPG and it doesn't utilize one. Single-character Action-RPG's, Diablo clones, MMO's, MOBA's. You see you say that, but Dungeon Siege III doesn't Diablo III doesn't (Well, most of the information is displayed in the bottom bar (which I wouldn't say has the same asthetics as the IWD II one), but still supplemented by floating ui elements. WOW doesn't League of Legends doesn't Well, I guess you could say that all of these games have bottom bars as well (though still somewhat *floating*), but so does Baldur's Gate II. So, I really don't get your point in the sense of *Modern games overflow with single bottom bar UI's.*
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- Rob Nesler
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Considering the prolification of wide screen 16:9 or 16:10 monitors, if the screen is not mainly side bars, I am concerned that you won't be able to utilize the setting as well as you could. But side-bar UI's scale fine to 16:9 and 16:10 resolutions, as the high-resolution mods for the Infinity Engines clearly show. You just need to make the UI bigger and more detailed than those that were designed for 640x480. Also from a purely thematic POV, side-bar with portraits is much more reminiscent of the IE feel. The IWD2 style single bottom-bar is not unique and thematic because it's the same style that almost all the modern RPG's (well mostly action-RPG's) that followed it used. Again, which? There's tons of modern rpg's that use a floating UI placement, but a single bottom bar? Dragon Age is the most prominent example of a 'modern' RPG and it doesn't utilize one.
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- Rob Nesler
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As for part number 2, i'm not sure we will ever be to give credit to a single person. Obsidian said that PE is unigue in that it's story is the most joined efford they have done to date, with the whole of the team giving feedback and ideas. Even the main story is a result of mixing 3 designer's ideas, with Avellone and the rest adding things and giving feedback.For better or worse PE story is a joined efford and not one person's baby like PS:T is Avellone's or T:ToN is McComb's Edit: If you mean the game as a whole. Then yes. A certain group of people can make something very unique if they put together. But I'm talking of giving credit to specific elements. Not the whole thing. That's what i meant, yes. If you meant only the main story then yes, it seems to be Fenstermaker's and Ziets'. As an aside, is Fenstermaker the official narrative lead in PE or not?No idea. Though they seem to be taking the roles regarding writing a bit looser anyway.
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As for part number 2, i'm not sure we will ever be to give credit to a single person. Obsidian said that PE is unigue in that it's story is the most joined efford they have done to date, with the whole of the team giving feedback and ideas. Even the main story is a result of mixing 3 designer's ideas, with Avellone and the rest adding things and giving feedback. For better or worse PE story is a joined efford and not one person's baby like PS:T is Avellone's or T:ToN is McComb's Every game which has more than one dev working on it ever is a joint effort. Some more, some less. That doesn't mean that all of them just form a blob. You can still attribute certain things to certain people. You can still see the individuals. (And T:TON isn't exactly McComb's either. They're sharing there too. It has a lot more dedicated writers as well.) In P:E for example you can attribute the specfics (and specific writing) in the main story most likely to Fenstermaker (as he seems to be actually writing it). With the larger stuff being a mix of Ziets and Fenstermaker's sensibilities with some high level ideas of other writers. Which you can pinpoint and attribute to said writers. But, even then that high level stuff gets filtered through Fenstermaker (and Ziets) when it actually gets fleshed out and written down. So, who writes the story in the end does influence that particular element stronger. Joint brainstorming makes the it *just* better. (*Just* is not meant negativly here at all. Lack of a better word) Edit: If you mean the game as a whole. Then yes. A certain group of people can make something very unique if they put together. But I'm talking of giving credit to specific elements. Not the whole thing.
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Eh, I'm sure there's no ill intent. As for why it's interesting to know... There are two reasons from my perspective 1. It gives a pretty good impression on how certain parts of the game end up, if you have some knowdledge about the developers previous work. Their sensiblities, priorities and so on. To give an easy and obvious example I would expect a game with overall direction by Chris Avellone to be pretty different from a Josh Sawyer game. 2. It further prevents miscommunication. I'm sure there are lots of people that think Chris Avellone wrote/will write P:E's story for example. Credit where credit is due.
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Project Eternity enters production?
C2B replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Bethesda Gamebryo is not the same as *Gamebryo*. They did their own modifications on it. A lot of bugs in Bethesda games are actually engine bugs.