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Posts posted by Darren Monahan
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Sooo, a strange box shows up at your door from an unknown sender. Did you draw straws to see who would open it or simply declare Happy Hour, kickback, and wait for MCA to volunteer? Or maybe you took the expedient route and told Rob there was a bottle of The Balvenie Fifty inside?
Seriously, though, you are all appreciated and deserve the respect you were afforded.
Heh, I hid behind a wall - Feargus opened it up.
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We had a box come in today from "A. Backer" out in Pennsylvania. Opening it revealed this in a beautiful box:
This is now proudly displayed on our front desk. To A. Backer (and to all of you)... THANKS from everyone here!!!
Darren
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Hi there! I've joined the Obsidian Order, with special thanks to Pierre and SD from the Kickstarter Comments. They both sponsored $4 ea for me to join, because I am unable to back the project (fraud concerns and all that apparently!) sooo, first off thank you to them, and I am:
Dread Lord Grandmaster Chef of the Obsidian Order
(I know that sounds absolutely crazy, but if you played Ultima Online back in the day, it'll ring a bell. )
-Darren
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HOLY CRAP, that's funny. I practically fell out of my chair. Nice one, Pop.
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Woohoo! Iron Maiden wins this thread! ...or who ever was the Iron Maiden shirt.
yay, I win
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I'm speaking for myself here, but I really love working on D&D games - even after working on a bunch of multi-year D&D projects (IWD1 [plus IWD1: HoW and IWD1:Trials,] IWD2, BGDA, BGDA2, NWN2.) D&D is near and dear to many of us at Obsidian, and if the planets are in alignment, D&D games are always something we get very excited about working on, and our "master plan" definitely doesn't rule out doing more of them.
Of course there's an appeal to work on new, original, and different games too; fortunately we have multiple dev teams at Obsidian, and if Atari's interested in new D&D games and we have people available and can keep food on the table for our devs, we'll try to figure out how to do it.
4th Edition looks pretty frickin' cool too....
Update #46: How (Proto-)Typical
in Pillars of Eternity: Announcements & News
Posted
This is exactly how we look at it. The vertical slice to us is just a way to take a big project and break it down into a small chunk for the team to focus on first. We generally have two questions that we ask: "Are we demonstrating the experience we want for this game" and "Do we have everything we need to produce final assets"? Before we get into Production, it's important to us to make sure we feel the design and tech have those solid foundations. We don't want to start ramping up more employees onto the project if we're not ready. We can end up spending time during Production redoing stuff (AKA "wasting money and time") which either reduces the length of the game, and/or affects its overall quality.
The name "vertical slice" does conjure a weird mental visual. That article's image implies this long thin slice, but I feel that is misleading, at least on how we think of it. I agree with RepoMan: If we were to visualize our vertical slice using the Mona Lisa example, it's going to be a rectangle containing her face. We're going to shoot for something small (but meaningful) and see what works and what doesn't so we have information on what to do before we try to paint the whole thing.
...and completely agreed on always having running versions of our games. On all of our games, we do a daily build process and the results of it are vetted by testers, and anything that is going to cause team members issues is fixed ASAP into a build update. It's more in depth than that, but that's the gist of it.