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  1. While the gameplay trailer looked just as gorgeous as I had hoped given the decision to go with 2D backgrounds. One thing that I'm not sure about yet is the look of the water though. Maybe it's all pre-alpha and I just should stop worrying but let's take a look at the three scenes where water is most prominently featured in the trailer. The water looks very different in all three of these scenes and I definitely like the first one the least while the second one looks pretty good actually. Of course the hard pixely edges of the foreground columns contributes its share to make the water
  2. Update by Brandon Adler, Producer After months of hard work we are happy to present to you with Project Eternity's BIG update. We have lots of stuff to go over, so let's get into it. Teaser Trailer Through the hard work of the Project Eternity team we are proud to present our first in-game teaser trailer. Click to view the gameplay teaser. New Name If you've finished the teaser (and you've finished it, haven't you?) then you know we have another big announcement. Project Eternity is now officially known as Pillars of Eternity. In addition to that, we have a nifty new logo courtes
  3. We've always taken your pledges seriously and we remain committed to giving our backers every stretch goal you reached during the Kickstarter campaign. Budgeting a game of this size can be daunting, but we always remember the cornerstones of our pitch and the features you funded. Even so, there are two things we know a lot of you have asked for: more wilderness areas and more companions. Both of these are very time-consuming, but we understand why so many people want them. Because we've seen these requests more than a few times, we would like to ask the community if you would be interested in
  4. Hey, everyone. I just wanted to share a really awesome piece of fan art that we received this morning from Chris Bischoff. It's inspired from the Twin Elms concepts that we released in our last update. If Chris' name sounds familiar it's because he has his own Kickstarter going for the game STASIS. If you haven't checked it out yet you should. What's not to like about a 2D, isometric, sci-fi, horror adventure game? It's in its last few days so lets help him push it over the edge and get it fully funded. Click for a larger image.
  5. Update by Brandon Adler, Literal Task Master Welcome to my world... As a producer, one of my jobs is creating and understanding the game's master schedule. It's a never-ending task that requires constant refinement and adjustment. Anything that is added or changed can cause a cascade of unintended consequences which is why as game developers we have a responsibility to vet everything that goes into the game. Today I'd like to give you a glimpse into how we approach game development from a scheduling perspective and what our typical thought processes are when figuring this stuff o
  6. Hey, everyone! This week we are doubling up on the Project Eternity backer update action. Darren Monahan will be giving a brief glimpse into the Backer Portal and Hector Espinoza will share his work (and some screenshots!) in a developer Q&A. Enjoy. -Brandon It’s Finally Time… Soon Update by Darren Monahan, Chief Intelligence Overlord A year already... Unbelievably, a year has passed by since we launched Project Eternity on Kickstarter, and a lot has happened. We’re almost to seventy project updates; we’ve made lots of levels, characters, classes, monsters, loot, and a who
  7. Hello, everyone. We aren't doing an update this week because the team is hard at work on a very special update for the near future. Can't really talk about it right now, but we think it's going to be cool. On our one year anniversary, we really just wanted to thank all of the fans and backers that have allowed us to make the game of our dreams. When we asked for your help in getting Eternity funded, you responded by making it one of the most successful Kickstarters in the site's history. Without your continuous feedback and support this game just wouldn't be possible. So, from the entire Obs
  8. Hail, We have a new job posting for the Project Eternity team. http://www.obsidian.net/jobs/open-positions/design/679-pe-contract-writer Thanks, Adam
  9. Update by Josh Sawyer, Project Director An agent of Dunryd Row attempts to perceive a "housed" soul within a piece of evidence. Hello and welcome to today's class update! We'll be discussing some newcomers to the Dyrwood's "magic" scene, the enigmatic and deadly soul-manipulators known as ciphers. Read on to learn how ciphers went from being an animancer's theoretical possibility, to the feared foes of Dyrwoodan settlers, to an integral part of Defiance Bay's secret police, Dunryd Row. Cipher Mechanics Contemporary ciphers are fighting casters, like the Glanfathan "mind hunte
  10. Update by Kazunori Aruga, Concept Artist, and Brandon Adler, you-know-what-I-do Hello, backers. This week we are profiling another talented Concept Artist on Eternity, Kaz Aruga. While Kaz wears many artist hats his largest contributions are area and UI concepts. Enjoy. Q: Hello, Kaz. What is your job on the Project Eternity team? Before I start I want to quickly thank all you awesome peeps who backed our game. I wouldn't be here working on my dream project if it weren't for you all, so thank you for making this a reality! I have two responsibilities on Project Eternity. The
  11. By Tim Cain, Senior Code Wizard and Systems Designer Hello! I have spent much of my time for the last few weeks devoted to making the game’s stronghold system, which was one of our Kickstarter project’s biggest stretch goals, into one of the best systems in the game. Josh has created an amazing and detailed stronghold design, with lots of upgrades and activities and random events that really make owning a stronghold fun and exciting. I want to spend this update explaining what we have made in the game, but first, let’s talk about the stronghold itself. First, a caveat: I am going
  12. By Brandon Adler, Producer Hey, everyone. As you know, over the past six weeks we have been working on our first production milestone - the cleverly titled Production 01 milestone. Our first target has been Defiance Bay (our first BIG city) and the team has been busting their collective butts to get as much fantasy roleplaying goodness as possible into the city. In George Ziets' own words, "Defiance Bay is the capital and largest city in the Dyrwood, gateway to the riches of Glanfath, teeming with adventurers and explorers from all over the region. Defiance Bay is a city of the co
  13. Update by Rob Nesler, Art Director and Brandon Adler, Producer We showed you this concept that Polina Hristova had developed, back in Update #55: And here is the in-game level--about to get violent--as developed by environment artist Sean Dunny: We think it looks pretty good. Thoughts? -R Arcanum Playthrough This week, we have the second part of Avellone's two hour playthrough. Chris explores the Shrouded Hills Mines and dies to bandits along the road... multiple times. Obsidian Jobs Obsidian is putting the call out to enthusiastic game developers who are intereste
  14. Update by Chris Avellone This week? Companions. I have been designing companions. I lucked out, because I got to do companion design work for BOTH Eternity and Torment, so two birds, one stone. Or three companions, one lodestone? I don’t know. Eternal Companion Facts Some facts from our Eternity design documents that I wanted to say up front before going any further: thanks to backer support, Eternity supports 8, yes 8, pre-made companions and 8 hired adventurers (16 total). You can have up to 5 in the party at any point in time (the 6th/1st role is your player character, who,
  15. Update by Polina Hristova, Concept Artist/Nightmare Engineer and Brandon Adler, Producery Type Polina in her natural habitat. Hello, everyone. This week will feature an interview with Project Eternity concept artist Polina Hristova. While a Project Eternity concept artist has to be well-rounded in their skill set, Polina specializes in creature concepts. Enjoy. Q: Hello, Polina. What is your job on the Project Eternity team? A: I'm a general concept artist =). My primary purpose is to design what things look like (creatures, characters, environments, etc) and help get the conversati
  16. Update by Tim Cain, Senior Programmer and Designer I have been working on a lot of different gameplay mechanics since my last update about monks (Update #52). All of the classes are in the game now, along with their abilities and spells up to level 5. This should give us a good basis to test encounters in the game's early maps. So I have turned my attention to some of the non-combat skills, including crafting. Crafting Basics Crafting is the skill that you use to make equippable items like armor and weapons, and consumable items like potions and food. To begin crafting, you must find
  17. Hello everyone! I was thinking to myself about all the information about Project Eternity. There is constant stream of updates about classes, world, lore, races, religions and many more things. There are however some of us (and there will be more when the game is released) that would like to know it all but instead of having to look around for it, to have it all in one place. Now don't get me wrong. I am fully aware Obsidian does not actually have lots of free time but hear me out. I think it would be great to have some Project Eternity PDF Compendium of sorts. That could get o
  18. Eurogamer has just published an article-style interview with Chris Avellone based on a Q&A with him they had at Rezzed. A few quotable snippets on Aliens: Crucible, given many here still mourn the project's cancellation: Also deals with Dwarves, Project North Carolina, the future of the company, publishers' interest in old-school RPGs and all the usual Avellonian stuff.
  19. Update by Brandon Adler, Producer Hello, everyone. I'm Brandon Adler - Project Eternity's newest Producer and general schedule wrangler. I'm the dude that helps make sure the game's product is on time, on budget, and totally kickass. I worked at Obsidian previously for over six years on projects like Neverwinter Nights 2 (base game, Mask of the Betrayer, and Storm of Zehir), Alpha Protocol, Dungeon Siege 3, and South Park. I came back to help make Project Eternity (which is about as close to my dream project as you can get) and I look forward to interacting with all of Project Eter
  20. I recently asked on the Project Eternity Kick Starters page at the possibility of a Pen and Paper RPG inspired by and set in the world of Project Eternity. what inspired me to ask is two fold, 1) i was watching a show on a youtube channel called Counter Monkey, which sparked my interest in the world of Pen and Paper RPG's. 2) Sine the guys at Obsidian are huge fans of Pen and Paper RPG's as well as CRPG's and WRPG's i thought there was a possibility of this happening. This is the response i received Hello Keichi, Thank you for your interest in Project Eternity. At the moment, we are unable
  21. Update by Josh Sawyer, Project Director http://www.youtube.com/watch?v=tgvxu8QY01s Today, we'd like to talk to you about one of our more recently-implemented classes in Project Eternity: the paladin. The paladin has been a staple of fantasy RPGs for decades and it was one of our most quickly-funded stretch goals during the Kickstarter campaign. As one of several melee-oriented classes on our roster, paladins presented some unique challenges for us and we'd like to share their development process with you. Paladins have a strong tradition in FRPGs. While the class represents
  22. Update by Adam Brennecke, Executive Producer and Lead Programmer This month we are knee-deep in the Vertical Slice phase and this will be the team's focus for the month of June. It's our way of proving that we are ready to jump forward into production and start making shippable content. The Vertical Slice is just that, a cross section (think of it as a slice of bread cut out from the middle of a loaf) of the world of Project Eternity. At the end of this phase the game will be feature complete, and the content building portion of the team, including area designers, environment artists, and ch
  23. Above is a UI mockup that Kaz has put over the original Kickstarter image. What do you think? I know what you are thinking. What the hell have the artists been doing?? The art in this game should be half done by now! Right? That's what I want to know! Why isn't the game half-done already? Well, as I've said before we're "professionals." We proceed in a highly-complex collaboration/iteration loop of blending design wants and dos, programming cans, think-they-cans and dos and artist wants, cans, can-but-don't-know-how-longs and dos. As you can see - and please don't get angry - this is all ve
  24. Update by Bobby Null, Designer and Beast Master Greetings, everyone! I'm on update duty this week, and while this will be relatively brief, I'll give you a little insider info I hope you find interesting. Today we will be talking about the bestiary. Yeah, that's right... it's time to talk about monsters. One of my responsibilities has been creating the bestiary for Project Eternity. I'll admit, it's been a lot of work, but it's also been a lot fun. Like most of the things we do here at Obsidian, the process has been very collaborative. We have a few high-level goals regarding this process
  25. Update by Tim Cain, Senior Programmer and Designer Hello! I'm sorry I haven't done an update in a while. I've been working on classes and everything related to classes: abilities, skills, spells, combat...you know, the good stuff. For the past several months, Josh and I have been refining the designs for the non-core classes, the classes that are most unusual, classes like the chanter and the cipher and one of my favorites, the monk. Monks in Eternity are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if y
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