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Which Obsidian folks worked on Planescape: Torment


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PS:T is my favorite game of all time. Bar none. The best storyline, the best characters, etc. etc. Truly a classic.

 

So my initial reaction of disappointment when I heard Obsidian was developing KOTOR 2 instead of Bioware changed instantly to exhultation when I discovered Obsidian was formed by ex-Black Isle RPG designers rather than just being a neophyte company. :)

 

So, just out of curiosity, who at Obsidian was involved with Torment, and in what capacity? Thanks in advance; my hopes for Obsidian are sky high at the moment. :)

I made this half-pony half-monkey monster to please you

But I get the feeling that you don't like it

What's with all the screaming?

You like monkeys, you like ponies

Maybe you don't like monsters so much

Maybe I used too many monkeys

Isn't it enough to know that I ruined a pony making a gift for you?

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Chris Avellone - lead designer

Dennis Presnell - modeler

Brian Menze - models, textures, concepts, interface and icon stuff, credits movie

Dan Spitzley - lead programmer

Aaron Brown - level builder and modeler

Aaron Meyers - level Builder, modeler, textures and I think movie stuff

 

oh yeah and Feargus, but we still haven't figured out what he does.

"Haven't got an enemy in the world. Too lazy to make 'em" - The Reluctant Dragon

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Who decided that Annah came with a tail then ?

 

That tail... :)

 

Feargus, was that the guy who picked the Box Art ? :)

“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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Chris Avellone - lead designer

Dennis Presnell - modeler

Brian Menze - models, textures, concepts, interface and icon stuff, credits movie

Dan Spitzley - lead programmer

Aaron Brown - level builder and modeler

Aaron Meyers - level Builder, modeler, textures and I think movie stuff

 

oh yeah and Feargus, but we still haven't figured out what he does.

Thanks, this made my day. I was worried I was going to ask, and everyone was going to respond 'sorry, but all those guys moved on to other things.'

 

The idea that such a large chunk of the Torment team are back together makes me giddy. Remember, whatever the sales numbers, there are LOTS of us who regard Torment as a masterpiece; in my eyes, it's the standard by which every storybased RPG is judged, including KOTOR. It's not every new game company that comes complete with a ready-made fanbase. :)

I made this half-pony half-monkey monster to please you

But I get the feeling that you don't like it

What's with all the screaming?

You like monkeys, you like ponies

Maybe you don't like monsters so much

Maybe I used too many monkeys

Isn't it enough to know that I ruined a pony making a gift for you?

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Share on other sites

You may want to check out this old thread.

Muchos Gracias, Amigo. I would have been surprised if this topic hadn't come up before.

I made this half-pony half-monkey monster to please you

But I get the feeling that you don't like it

What's with all the screaming?

You like monkeys, you like ponies

Maybe you don't like monsters so much

Maybe I used too many monkeys

Isn't it enough to know that I ruined a pony making a gift for you?

Link to comment
Share on other sites

Chris Avellone - lead designer

Dennis Presnell - modeler

Brian Menze - models, textures, concepts, interface and icon stuff, credits movie

Dan Spitzley - lead programmer

Aaron Brown - level builder and modeler

Aaron Meyers - level Builder, modeler, textures and I think movie stuff

 

oh yeah and Feargus, but we still haven't figured out what he does.

So Dave Maldonado doesn't work there anymore? Or did he ever?

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Who decided that Annah came with a tail then ?

 

That tail... 

 

Feargus, was that the guy who picked the Box Art ?

 

I have to agree... something about that tail.... As for the box art, am I in the minority when I think that the box art was pretty nifty when compared with the other alternative designs?

 

It's nice to receive a first-hand response on which of the Obsidian people worked on Planescape: Torment. It was quite the game.

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