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Posted

Funcroc not coming up with scoops on Eternity is like the NY Times being MIA on the Presidential Election.

"Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin.

"P-O-T-A-T-O-E" - Dan Quayle

Posted

Justin Bell - Lead Sound Designer Front Row Second from the left

Richard Taylor - Project Director Front Row Third from the right

 

I recognize a lot of others as well. Am I correct that Polina Hristova is front row second from the right?

Posted

Justin Bell - Lead Sound Designer Front Row Second from the left

Richard Taylor - Project Director Front Row Third from the right

 

I recognize a lot of others as well. Am I correct that Polina Hristova is front row second from the right?

 

Don't do it. This is a dangerous road. Delve too much into forbidden knowledge and soon a court will issue a restraining order that says you have to be at least a couple of miles away from Obsidian's employees at all times.

Posted

Have to call it a night.

 

Well, Matt MacLean and Alvin are in the middle side by side and two left of them is Param Anand / QA Intern.

Posted (edited)

C2B, Funcroc's apprentice?

 

"You are being watched. The obsidan fanbase has a secret system: a machine that spies on you every hour of every day. I know because I built it. I designed the machine to detect acts of game development, but it sees everything. Tabletop games involving ordinary people, people like you. Acts the community considered irrelevant. They wouldn't act, so I decided I would. But I needed a partner, someone with the skills to intervene. Hunted by obsidian, we work in secret. You'll never find us, but developer or janitor, if your number's up...we'll find you."

Edited by C2B
Posted

Justin Bell - Lead Sound Designer Front Row Second from the left

Richard Taylor - Project Director Front Row Third from the right

 

I recognize a lot of others as well. Am I correct that Polina Hristova is front row second from the right?

 

Don't do it. This is a dangerous road. Delve too much into forbidden knowledge and soon a court will issue a restraining order that says you have to be at least a couple of miles away from Obsidian's employees at all times.

 

I think I just managed it.

 

or

 

Nobody at Obsidian watches Person of Interest, in which case I'm disappointed. (Then again, that was creepy)

Posted (edited)

Found these at LinkedIn.

 

Nanthaniel Chapman

 

Lead Designer

Obsidian Entertainment

March 2010 – February 2012 (2 years)

 

Lead Designer on Dungeon Siege III.

- Designed our first completed character, Lucas Montbarron, and implemented his abilities across C++ code and data.

- Designed RPG system, including defining stats, level-up mechanics, loot generation system, etc.

- Designed and oversaw implementation of all boss fights.

- Implemented, maintained and fixed bugs in shipping RPG system, ability and statistics code(C++).

- Handled pick-up programming tasks on design-related issues and assisted programmers with debugging general issues.

- Provided information on implementation details and debugging on code issues for designers.

- Gave guidance to area designers, including plans for adding, cutting, or re-working quest and area content throughout game.

- Worked with Design department to ensure we delivered quality content on time.

- Resolved technical and interpersonal personnel issues on Design team, improving the efficiency of the overall design team.

- Designed PS3/XBOX360 control scheme and several UI screens.

 

Lead System Designer

Obsidian Entertainment

November 2009 – March 2010 (5 months)

 

Lead System Designer on Dungeon Siege III and Cancelled Aliens RPG

Highlights:

- Led pre-production Combat Strike Team for Dungeon Siege III, defining vision for combat and iterating on implementation

- Designed animation timeline system, allowing easy iteration on high quality action combat and animations.

- Designed Control and HUD revamp for cancelled Aliens RPG

- Designed Grappling Mini-game for cancelled Aliens RPG

 

System Designer

Obsidian Entertainment

January 2008 – November 2008 (11 months)

 

System Designer on NWN2: Storm of Zehir Expansion

- Designed and implemented new gameplay systems (Overland Map, Trading System, Goodies System, Crafting Overhaul) in NWScript

- Designed and implemented several areas, quests, and the largest Overland Map (Sword Coast)

- Created a new crafting system that dramatically increased ease of use for players and enabled much faster iteration and itemization for designers.

- Created new Overland Map AI state machine to control wandering encounters on the Overland Map

- Implemented and Scripted new UIs to support new features

 

Assistant Producer

Obsidian Entertainment

April 2006 – January 2008 (1 year 10 months)

 

- Worked with programming and UI designer to implement Front End UI for NWN2 in XML

- Managed all Creature Data for NWN2:Mask of the Betrayer

- Designed and led production of control scheme and interface improvements

- Worked with live team to determine feature set and release dates of patches for NWN2 and Expansion Packs, and oversaw development, delivery and distribution of patches.

- Managed localized text integrations into NWN2: Mask of the Betrayer

 

Lead QA Tester

Obsidian Entertainment

May 2005 – April 2006 (1 year)

 

Led QA team for Neverwinter Nights 2.

 

 

Matt Festa

 

Lead Technical Designer

Obsidian Entertainment

May 2008 – Present (4 years 5 months)

 

• CTG (Core Technology Group) Tech Designer

• Strike Team Lead on Project North Carolina [unannounced, cancelled]

• 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]

 

Associate Designer

Electronic Arts

January 2005 – March 2008 (3 years 3 months)

 

• Assistant Producer/Associate Designer on NFL Head Coach 09

• Assistant Producer (Designer) on Superman Returns

 

Content Developer

Realm Interactive

2003 – 2004 (1 year)

 

• Designer / Content Developer on PC title Exarch [shipped May 07 as Dungeon Runners]

 

Designer/Lead World Developer

Artifact Entertainment

2000 – 2002 (2 years)

 

• Designer/Lead World Developer on PC MMO title Horizons: Empire of Istaria

 

Game Designer

Cinematix Studios

1999 – 2000 (1 year)

 

• Game Designer on console title Hirelings [unreleased]

• QA on PC title Revenant

Edited by funcroc
Posted (edited)

...

 

Constant Gaw

 

Designer, 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 Ziets

 

Lead 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)

Edited by funcroc
Posted (edited)

...

 

Brian Heins

 

Senior 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 Nelson

 

Associate 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 MacLean

 

Lead 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.

Edited by funcroc
Posted

Funcroc is on a roll ;)

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

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