-
Posts
2138 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
Posts posted by funcroc
-
-
-
-
OT: https://twitter.com/...258418553012224
Time for sleep. Recording more "Stick of Truth" tomorrow. Goodnight -
-
-
-
-
OT: Former OEI/BioWare lead designer Ferret Baudoin currently working for Bethesda Game Studios
Senior Designer
Bethesda Softworks
October 2012 – Present (1 month)
Senior designer on unannounced project.
Lead Designer
BioWare
May 2006 – August 2012 (6 years 4 months)
Lead Designer on The Exiled Prince and the Black Emporium.
Senior Designer on Dragon Age II.
Lead Designer on Dragon Age: Origins - Awakening.
Lead Designer on Warden's Keep and Stone Prisoner (Dragon Age DLC).
Senior Designer on Dragon Age.
Lead Designer
Obsidian Entertainment
October 2003 – March 2006 (2 years 6 months)
Was a designer on Knights of the Old Republic 2: The Sith Lords.
Was lead designer on Neverwinter Nights 2.
Designer
Black Isle Studios
March 2003 – October 2003 (8 months)
Was a designer on Baldur's Gate 3 (Jefferson).
Was a designer on Fallout 3 (VanBuren)
-
- George Ziets' twitter account?
- OEI programming intern Breden Booth's resume updated
Industry ExperienceObsidian Entertainment
Tools Software Engineer Intern
July 2012 – Present
South Park: The Stick of Truth (Release – 2013), Project Eternity (Release – Not yet announced)
- Created and maintained new and existing tools based on requests from content creators and developers.
- Provided usability and technical support to content creators.
- Implemented a system that allowed Gameplay programmers to define game data templates through class files.
- Ported Onyx Engine Tool Set to Unity Engine such that existing tools, like the Conversation Editor, Game Data Editor and miscellaneous tools like Class/Header file generation, could be utilized by upcoming projects.
- Wrote tools for CS5 that allowed Artists to spend less time dissecting assets to ensure hidden movie clips, strokes, etc. did not exist in scene, which resulted in an overall reduced memory footprint.
Obsidian Entertainment
Quality Assurance Intern
May 2012 – September 2012
- Worked directly with Artists and Designers to test new features and changes.
- Participated in multiple strike teams to verify the quality and correctness of content to be delivered in Milestones.
- Automated and optimized performance tracking, for in-game supercells, such that the two day task for one person could be completed in 2 hours. Allowed for up-to-date stats and ultimately a smoother player experience.
- Provided feedback and content ideas to designers on a day-to-day basis.
-
-
OT: OEI designer Matt Festa's LI profile updated
Lead Technical DesignerObsidian Entertainment
May 2008 – Present (4 years 6 months)
• Prototype Designer on unannounced project
• Strike Team Lead on Project North Carolina [unannounced, cancelled]
• CTG (Core Technology Group) Tech Designer
• Lead Tech Designer on Dungeon Siege 3: Treasures of the Sun DLC
• Lead Tech Designer on Dungeon Siege 3
• Lead Area Designer on Dungeon Siege 3
• Designer on Aliens: Crucible [cancelled]
-
-
http://jamiejakov.co...2012/#more-1267
One more thing! There was a booth from THQ:Thats right! South Park: The Stick of Truth! They did not let us play the game, but they did show us a 10 minute video of the development and the game mechanics. This was done under closed curtains due to age restrictions (Mature 18+ content). It was amazing! It is gonna be one hell of an RPG. With customizable character profile and look, turn by turn combat system and Mr. Slave! (they got heeeeeeaps of references to the shows episodes).
-
https://twitter.com/...504728053026816
Due to popular demand we're running South Park screenings on the half hour AND 3/4 hour now #EBExpo cc @EBGamesAus -
https://twitter.com/...262169796382720
Fair to say the @EBGamesAus Store Managers thoroughly enjoyed the @SouthPark : #StickofTruth presentation. Mad cheer at the end! #EBExpohttps://twitter.com/...131659300450305
RT Als je zin hebt om de demo van South Park The Stick Of Truth te zien op Firstlook! -
https://twitter.com/...465555888963584
What you'll see from THQ at this year's EB ExpoIn another Australian exclusive, we head to the perilous battlefields of the fourth-grade playground where a young hero will rise, destined to be South Park’s saviour. We take you on a side-splitting adventure with Cartman and his crew in never-before-seen gameplay showing of South Park: The Stick of Truth.
It's a video walkthrough but believe us, it's incredible and does the game justice. Inside the theatrette it'll be phenom #EBExpo -
-
Polina Hristova's blog updated
On today's update for the kickstarter they featured one of my character Edair for Project Eternity.For those of you who don't know about project eternity please check out our kick starter page: http://www.kickstart...roject-eternity
- 2
-
From ex-OEI artist Paul Fish's twitter
Hang onto your butts everyone, looks like i may be returning to @Obsidian Entertainment soon! -
OEI audio/dialogue producer Mikey Dowling
Today is the day!!OEI artist/animator Stephanie DeBrule
Hotel coffee first thing in the morning on the day of my wedding! Wooo! http://instagr.am/p/P4exXMt6Jg/ -
https://twitter.com/VitoGesualdi/status/249266083838709760
Stick of Truth shows what the South Park creators are capable of when they actually take the time to write a script. -
-
...
Brian HeinsSenior Designer
Obsidian Entertainment
February 2012 – Present (8 months)
Senior Designer on South Park RPG
Zone Lead
Carbine Studios
January 2010 – February 2012 (2 years 2 months)
Lead Level Designer
Propaganda Games
June 2009 – December 2009 (7 months)
Lead Level Designer on an unannounced action game for the PS3 / 360.
Senior Designer
Cheyenne Mountain Entertainment
May 2007 – March 2009 (1 year 11 months)
Senior content / mission designer for Stargate Worlds.
Senior Designer
Secret Level
August 2006 – May 2007 (10 months)
Lead Level designer on Golden Axe for XBox 360 / PS3
Senior Designer
Obsidian Entertainment
November 2005 – July 2006 (9 months)
Lead Level designer on unannounced 3rd person Action / RPG for XBox 360 / PS3
Senior Mission Designer
Rockstar Vancouver
June 2004 – October 2005 (1 year 5 months)
Senior Mission Designer for Rockstar's Bully. Designed and implemented missions using an in-house level editing tool and the Lua scripting language.
Designer
Electronic Arts
April 2003 – June 2004 (1 year 3 months)
Live team for Earth & Beyond, Systems / Tech designer on Ultima X: Odyssey, Pre-production design on Ultima Online: Samurai Empire
Designer
Westwood Studios
March 2001 – April 2003 (2 years 2 months)
Senior Designer on Earth & Beyond
Designer
Simutronics Corp
January 1997 – October 2000 (3 years 10 months)
Programmer / Designer on DragonRealms
Alvin NelsonAssociate Producer
Obsidian Entertainment
March 2012 – Present (7 months)
- Character/Cutscene/QA Producer on South Park
Associate Producer
Obsidian Entertainment
October 2009 – March 2012 (2 years 6 months)
Credits
- Dungeon Siege 3
- Fallout New Vegas: Motion Capture Work
- Dungeon Siege 3 DLC: Treasures of the Sun (Localization Producer)
- Unannounced Project
Gameplay Producer
Obsidian Entertainment
February 2008 – March 2010 (2 years 2 months)
- Alpha Protocol (2007-2009)
- Aliens (2009) Motion Capture Work
Animation Intern
Obsidian Entertainment
November 2006 – January 2008 (1 year 3 months)
- Alpha Protocol (2007-2008)
Lead Progression Tester
Obsidian Entertainment
April 2006 – October 2006 (7 months)
- Neverwinter Nights 2 (2006-2007)
QA Tester
Obsidian Entertainment
January 2006 – April 2006 (4 months)
QA Tester
Crave Entertainment
June 2005 – December 2005 (7 months)
Matt MacLeanLead Designer
Obsidian Entertainment
January 2006 – Present (6 years 9 months)
I make computer games. I sometimes even find time to play them.
* Designer on Neverwinter Nights 2 (PC)
* Writer on Neverwinter Nights 2: Mask of the Betrayer (PC)
* Lead System Designer on Alpha Protocol (PC/Xbox360/PS3)
* Area Designer on Fallout: New Vegas (PC/Xbox360/PS3)
* Systems Lead on Dungeon Siege III (PC/Xbox/360/PS3)
* Lead Designer on South Park
Designer/QA/Community Manager
Worlds Apart
Privately Held; 51-200 employees; Consumer Goods industry
April 2004 – January 2006 (1 year 10 months)
Designer on GURPS Online. Quality Assurance Lead on The Lord Of The Rings Online TCG. QA Lead and Designer on Starchamber. Chief Petty Officer of Inappropriately Mentioning My Obsession With Queen Latifah.
-
...
Constant GawDesigner, South Park: The Stick of Truth
Obsidian Entertainment
July 2011 – Present (1 year 3 months)
• Presently developing levels for a 2D-based action RPG from a highly successful franchise.
• Experience working in Flash to produce level layouts and gameplay prototyping.
• Significant focus on adhering to pre-defined aesthetic considerations, scene layouts and shot composition.
Designer, Dungeon Siege III & DS3 Treasures of the Sun DLC
Obsidian Entertainment
December 2009 – June 2011 (1 year 7 months)
• Was responsible for 2 out of the 5 distinct regions in the game. Developed region structure, gameplay, character interaction and area-specific combat.
• Wrote significant amounts of dialogue for region characters.
• Contributed significant amounts of Pawn-based scripting to achieve unique gameplay.
• Focused on tightly integrated region design, which combined aesthetic interests with narrative development, gameplay, and thematic exploration.
• Worked extensively with the proprietary Onyx engine to develop a multiplayer, combat-focused fantasy RPG that balances environmental exploration, exciting battles and narrative development.
• DLC: Was responsible for over half of the project's design content.
Designer, Alpha Protocol
Obsidian Entertainment
November 2006 – November 2009 (3 years 1 month)
• Was responsible for one of the three primary hubs in the game, Taipei. Developed hub structure, level plans, narrative elements, boss encounters and general gameplay.
• Contributed to several other levels outside of Taipei, including the final mission of the Saudi hub.
• Built numerous 3d level blockouts and made contributions to final level propping and visual design.
• Extensive use of Unreal's Kismet visual scripting.
• Contributed to gameplay system and object design, from both a gameplay and a development workflow standpoint.
• Worked extensively in the Unreal 3 engine to develop a title that emphasizes reactivity and multiple gameplay options within the framework of a fast-paced 3rd-person shooter/RPG.
Designer, Neverwinter Nights 2 & NWN2: Mask of the Betrayer Expansion
Obsidian Entertainment
April 2005 – November 2006 (1 year 8 months)
• Was responsible for half of the content present in the last third of the game.
• Built levels for a wide variety of environments, ranging from medieval fortresses, fantastical astral/dream-like spaces, volcanic mountains, isolated villages and densely-populated cities.
• Contributed extensive and complicated C-based (Neverwinter script) scripting to achieve unique gameplay, create interesting AI behavior and generally produce creative results within the confines of our engine.
• Wrote extensively for in-game characters across a wide-range of voices and personalities.
• Planned and designed a large-scale fortress siege, one of the most complex sequences in the game.
• Worked extensively with the proprietary Neverwinter Nights 2 Electron engine to craft a classic party-based, Dungeons and Dragons title.'
• Expansion: Contributed design ideas, including class design and weapon designs. Scripted unique abilities for key weapons in the game.
George ZietsLead Creative Designer
Obsidian Entertainment
January 2009 – March 2012 (3 years 3 months)
Projects:
Project North Carolina
Dungeon Siege 3: Treasures of the Sun (Creative Lead)
Dungeon Siege 3 (Creative Lead)
Fallout: New Vegas (Additional Writing)
Lead Writer / Quest Developer
Zenimax Online Studios
November 2007 – December 2008 (1 year 2 months)
Project:
Elder Scrolls Online
Lead Creative Designer
Obsidian Entertainment
October 2005 – September 2007 (2 years)
Projects:
Neverwinter Nights 2: Mask of the Betrayer (Creative Lead)
Neverwinter Nights 2 (Designer)
Game Designer
Turbine, Inc.
January 2004 – September 2005 (1 year 9 months)
Projects:
Lord of the Rings Online (Designer)
Dungeons & Dragons Online (Designer)
Producer
High Voltage Software
November 2002 – May 2003 (7 months)
Writer / Designer
Westwood Studios / Electronic Arts
2001 – 2002 (1 year)
Project:
Earth & Beyond (Writer)
[Update 02.10.12] Project Eternity: Known Information
in Pillars of Eternity: General Discussion (NO SPOILERS)
Posted
From Jabby's retweet