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Posts posted by funcroc

  1. Constant Gaw

    Lead Level Designer, Unannounced Project
    Obsidian Entertainment
    February 2014 – Present (1 month)
    Senior Designer, Pillars of Eternity
    Obsidian Entertainment
    January 2014 – Present (2 months)



    Austin Shannon

    Sound Designer
    Obsidian Entertainment
    November 2011 – Present (2 years 4 months)
    Currently performing sound design on an unannounced title.
    Sound Designer for "South Park: The Stick of Truth"
  2. Jon Burke's profile updated


    (unannounced project)
    June 2013 – Present
    -- audio programming
    -- gameplay programming
    South Park: The Stick of Truth
    July 2011 – Present
    Programmer (XBOX360, PS3, PC)
    -- general gameplay programming
    -- memory and performance management
    -- visual effect system design/architecture and programming
    -- created systems used to synchronize pre-rendered video playback with game events
    • Like 1
  3. Joseph Bulock, lead combat designer


    Lead Combat Designer
    Obsidian Entertainment
    June 2012 – Present (10 months)
    Working on South Park: The Stick of Truth.
    • Design the combat pacing and aesthetic
    • Develop and implement core combats and boss fights
    • Manage the creation of all combat encounters in the game
    • Advise RPG system designers of impact and interactions of player class designs
    Jiu Jitsu Head Instructor
    UCI Campus Recreation
    September 2004 – Present (8 years 7 months)
    Lead Encounter Designer
    Obsidian Entertainment
    November 2009 – June 2012 (2 years 8 months)
    Worked on Dungeon Siege III
    • Design and Implement all combat encounters
    • Balance combats through multiple combat system revisions
    • Collaborate with narrative designers to ensure combat reinforced themes and atmosphere
    Cinematic Designer
    Obsidian Entertainment
    October 2006 – November 2009 (3 years 2 months)
    • Develop and implement cinematic and conversation pipeline in collaboration with programming and art
    • Develop and implement visual style and cinematic methodology of storytelling sequences
    • Communicate needs and goals of cinematic team to writers, level designers, artists, programmers, animators and producers 
    • Plan, direct and perform motion capture
    • Design, implement and maintain cinematic technical and artistic standards on over one hundred scenes
    Production Tester
    Obsidian Entertainment
    August 2005 – October 2006 (1 year 3 months)
    • Find, reproduce and clarify critical bugs
    • Produce marketing materials including walk-throughs, screen shots and video capture 
    • Test and track visual and technical quality of character art assets
    • Provide technical and qualitative feedback for level designers, system designers and producers


    Matthew Singh, lead producer

  4. Drew Bradford, Obsidian's new lead producer


    A senior game development manager with proven results. Brings a complete understanding of the dynamic technical and quality requirements of modern game development with a keen awareness of production budgets and schedules. Displayed the skill and flexibility to propose and implement real time operational solutions to company owners as well as key team members. A team oriented leader with sole production responsibility on three $20+ million PlayStation 3 titles Twisted Metal, Warhawk, and shared production responsibility on PlayStation All-Stars Battle Royale. A confident, tested, and professional team leadership style based on a diverse set of successes.
        Ability to productively work with many personality types
        Technically oriented and high attention to detail
        Passionate about games and the process of making them
        Ability to identify and mitigate problems throughout the development cycle
        Quickly identify and plan out solutions for projects that are either over budget, over scoped or both
    Lead Producer
    Obsidian Entertainment
    March 2013 – Present (1 month) - Irvine, CA
    Just started on a currently unannounced project. Can't wait to tell you all about it. Exciting times.
    SuperBot Entertainment, Inc.
    May 2012 – Present (11 months) - Culver City, CA
    Was able to identify weak points late in the development cycle. With minor changes to the production methodology, turned around and shipped a very successful title, PlayStation All-Stars Battle Royale.
    Was able to work closely with a remote team, Bluepoint, both for engine support [bluepoint Engine] and the Vita portion of the title. 
    All-Stars Released, November 20th world wide both on the PS3 and Vita. [Cross Play Compatible]
    Japan is scheduled to release on January, 31st on both PS3 and Vita. 
    Currently focused on DLC and Patch creation for a title that enjoys 4,000 simultaneous users and more than half a million install base.
    Senior Producer
    Eat Sleep Play, Inc.
    July 2007 – June 2012 (5 years) - Salt Lake City, UT
    Recently Released Twisted Metal for PS3
    February 14th US, March 9th EU, March 16th UK, March 23rd Korea.
        Work with department leads and all team members
        Monitor and report schedule and budget concerns directly to President
        Managing all facets of internal and external production
        Presenting the game at trade shows
        Creation of design documents
        Keeping the team motivated and focused over a 5 year development cycle
        Recent Primary Tasks:
    o    Post launch support / maintenance (Patches & Server Side Fixes)
    o    Web site launch – World Wide
    o    Staggered worldwide launch coordination
    Producer / Associate Producer
    Incognito Entertainment
    November 2005 – July 2007 (1 year 9 months) - Salt Lake City, UT
    PRODUCER / Associate Producer
        Main Focus was Multiplayer
        Assisted in Design:
    o    Shell Flow
    o    Maps
    o    Statistics and Rewards Systems
    o    Game Modes and Rule Sets
    o    Balancing and Tuning 
    o    Internal and External QA and Focus Testing
    o    Internal Scripting Team (Single Player and MultiPlayer)
    o    Localization
    o    External Demo’s
        Worked Closely With:
    o    Outsourced Modeling Companies
    o    External Audio
    o    San Diego Cinematics
    o    Marketing/PR


     It's early in the project, I'm the first producer on it.


  5. OT: OEI recently hired a new concept artist Mac Smith.




    Concept Artist
    Obsidian Entertainment
    February 2013 – Present (1 month) - Irvine, California
    concept artist
    Vigil Games
    November 2010 – February 2013 (2 years 4 months)
    drawin' thangs
    Concept Artist and Illustrator
    Mac Smith Studio
    January 2009 – November 2010 (1 year 11 months)
    Freelance concept artist working with clients to produce vehicle, prop, character, and environment concepts and illustrations for games, books and film. Clients include Warner Bros., Timegate Studios, Midway Games, Sickhead Games, Paizo Publishing and more.
    Concept Artist (contract)
    WB Games
    May 2009 – January 2010 (9 months)
    Created concepts for Mortal Kombat and another unnaounced project.
    Concept Artist
    TimeGate Studios
    June 2007 – March 2008 (10 months)
    Concept artist for Timegate Studios Section 8 team. Develops overall look and feel of game (Section 8) as well as detailed renderings of vehicles, weapons, environments, and more.


  6. Feargus Urquhart's LI profile updated.


    Obsidian Entertainment
    June 2003 – Present (9 years 8 months)
    Obsidian shipped our first game, Star Wars: Knights of the Old Republic 2: The Sith Lords, on the Xbox in November of 2004 and on the PC in February in 2005, Neverwinter Nights 2 in October of 2006 and its expansion packs, Mask of the Betrayer and Storm of Zehir, in 2007 and 2008. Focusing more on console games, we then shipped Alpha Protocol, Fallout: New Vegas and Dungeon Siege 3 in 2010 and 2011. Currently we are working on South Park: The Stick of Truth, our record crowd funded game Project Eternity, and a new unannounced title.


  7. http://www.eurogamer...l-retrospective


    But screw that. That way lies stagnation, boredom, and madness. Any RPG or adventure designer without a copy of Alpha Protocol and a notepad with its name surrounded by little hearts is an RPG or adventure designer not doing their homework properly. Like Vampire: The Masquerade: Colon: Bloodlines, Alpha Protocol is nothing short of a treasure trove of ideas and unspoiled systems just waiting to be cracked open and presented as new innovation.
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