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Found 6 results

  1. 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
  2. Update by Brandon Adler, Producer Hello, everyone. Like everyone here at Obsidian, I hope you had a great holiday season and were able to gorge on lots of treats and good food. This week I am going to go over a bit about the new Backer Portal (please log in if you haven't already), give a general update about where we are in our production, and show off some of the cool things that are happening in the game. In our next update we will be taking a more detailed look at some of the classes in Eternity. Backer Info Just a reminder to all of our backers, if you have not done so already,
  3. 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
  4. 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
  5. 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
  6. 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
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