BAdler 5,309 Posted August 6, 2013 Share Posted August 6, 2013 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 interested in working on Project Eternity. To be eligible, you must be in the Southern California area willing to make the daily trek to Irvine, California. If you or anyone you know fits the description and would be interested in joining the Project Eternity team, follow the links below. QA Lead The Lead QA Tester position requires managing a team of testers, delegating testing tasks, tracking tester performance, providing guidance as well as coordinating with department leads and owners to ensure all aspects of the project are bug free. The Lead QA Tester position requires a strong knowledge of QA methodologies and practices, as well as an ability to handle and act upon high volumes of information and responsibilities. Contract VFX Artist Obsidian Entertainment is looking for a talented self-motivated VFX Artist to create a range of 3D effects and animations for a 3D world. This artist will be responsible for creating both ambient effects (such as smoke, fire, and lightning) and more detailed prop animation (a tree limb breaking, a glass shattering, etc.). These effects will be created using Maya, but experience with comparable programs is acceptable. Stop by our forums and let us know what you think. See you in a couple of weeks. 20 Quote Link to post Share on other sites
Tsuga C 457 Posted August 6, 2013 Share Posted August 6, 2013 You're staying quite true to the concept art--bravo! Quote http://cbrrescue.org/ Go afield with a good attitude, with respect for the wildlife you hunt and for the forests and fields in which you walk. Immerse yourself in the outdoors experience. It will cleanse your soul and make you a better person.----Fred Bear http://michigansaf.org/ Link to post Share on other sites
Nonek 4,762 Posted August 6, 2013 Share Posted August 6, 2013 Looks positively stonking! Especially liking the parties varied armour and the antagonists Hotline Miami-esque masks. One has the feeling that room is going to be rather frustrating to broach. Quote Quite an experience to live in misery isn't it? That's what it is to be married with children.I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin. Tea for the teapot! Link to post Share on other sites
Jarrakul 144 Posted August 6, 2013 Share Posted August 6, 2013 It's so pretty... Quote Link to post Share on other sites
LorcanWard 1 Posted August 6, 2013 Share Posted August 6, 2013 Love it!!!! I almost want to drag and select the party to attack. 1 Quote Link to post Share on other sites
SoshiGEE 3 Posted August 6, 2013 Share Posted August 6, 2013 I'm surprised that you could make that amazing concept art look even better in-game! 1 Quote Link to post Share on other sites
centurionofprix 128 Posted August 6, 2013 Share Posted August 6, 2013 (edited) How will the shadows/lighting work in the final product? The environment is gorgeous, but the conflict between the apparent lighting of the scene and the way the character models are illuminated makes the latter seem out of place. Edited August 6, 2013 by centurionofprix 8 Quote Link to post Share on other sites
Tuckey 174 Posted August 6, 2013 Share Posted August 6, 2013 Those character models are much improved from the ones shown in update 49; they fit into the environment much better. 5 Quote Link to post Share on other sites
xsikal 7 Posted August 6, 2013 Share Posted August 6, 2013 Looks amazing! My only (minor) concern is that the individuals inside the room are visible, even though the party is outside of the room, with the door closed. I'm guessing that fog of war/mob detection is not in yet? 2 Quote Link to post Share on other sites
Stiffkittin 3 Posted August 6, 2013 Share Posted August 6, 2013 Very impressive how closely you were able to re-create the original concept. The quality and variety of textures, particularly floor textures is outstanding. Very promising! Quote Link to post Share on other sites
C2B 1,215 Posted August 6, 2013 Share Posted August 6, 2013 Pretty So, Brendan. What 'highly stilyzed' 3D world are you talkin' about there. Have we heard of that project before? Quote Link to post Share on other sites
Malekith 622 Posted August 6, 2013 Share Posted August 6, 2013 Quote Link to post Share on other sites
Michael_Galt 159 Posted August 6, 2013 Share Posted August 6, 2013 Me gusta mucho... Seriously, looks great. It is obvious that the adventure party has raided this specific dungeon because they all want sweet masks for either Mardi Gras or a masquerade... On a separate note, I would really like these Avellone updates in text. I don't care about watching him play for an hour, I just want to know what he thought of that hour of play, like, "Liked how I had 3 options for how I would do __", "Thought this was poorly implemented, but would do this __", etc. I don't care that he is playing it, I want to know his opinion of it as a game designer and what things he would like to see in Project Eternity... 1 Quote "1 is 1" Link to post Share on other sites
milczyciel 140 Posted August 6, 2013 Share Posted August 6, 2013 Yeah... umm... <sigh> I hate to do this, but you've asked us, so here I go: You've stayed very true to the concept art, and that I love. Still, in my probably not so humble opinion, the final in-game render is somehow lacking in the shadows department. It seems all tad to bright, and that takes a bit of mystery from that particular scene. Plus this, pretty much: How will the shadows/lighting work in the final product? The environment is gorgeous, but the conflict between the apparent lighting of the scene and the way the character models are illuminated makes the latter seem out of place. ...yeah, they stick out. sorry 2 Quote "There are no good reasons. Only legal ones." - Ross Scott It's not that I'm lazy. I just don't care. Link to post Share on other sites
Sensuki 9,773 Posted August 6, 2013 Share Posted August 6, 2013 I like how the character models blend into the background. Some obvious Mind Flayer influence there. Will post a more 'critical' response later while I'm not at work, but overall *thumbsup*. 2 Quote Link to post Share on other sites
Malekith 622 Posted August 6, 2013 Share Posted August 6, 2013 Is it painted over to the full extent it will be? I mean, is it the final version or when the game ships it will look even better? As for lighting, i agree it looks a little too bright, but that is easily fixed (i hope) Quote Link to post Share on other sites
Rostere 1,114 Posted August 6, 2013 Share Posted August 6, 2013 (edited) Chris Avellone should do more "Let's Play"s of different games. Why don't you start a kickstarter for him to simply do LPs of more games On a more serious note, you should consider the size of the stones in the paved sections of the dungeon. They appear just a bit too large to have been part of an effective construction effort. That is also one huge-ass door. Edited August 6, 2013 by Rostere Quote "Well, overkill is my middle name. And my last name. And all of my other names as well!" Link to post Share on other sites
BAdler 5,309 Posted August 6, 2013 Author Share Posted August 6, 2013 Pretty So, Brendan. What 'highly stilyzed' 3D world are you talkin' about there. Have we heard of that project before? That is one of our old entries that has been repurposed. I'll make sure that gets changed out. Thanks, Quote Link to post Share on other sites
KaineParker 6,153 Posted August 6, 2013 Share Posted August 6, 2013 I feel so teased by this awesomeness. Quote "I am the expert, asshat." - Hurlshot "I'm fine with humanity being wiped out" - majestic "I won't say what just in case KaineParker is reading" - Bartimaeus "Oh no! Is there super secret ending as well? I don’t care." - Wormerine Link to post Share on other sites
JWestfall 146 Posted August 6, 2013 Share Posted August 6, 2013 Love it!!!! I almost want to drag and select the party to attack. Funny, that is exactly what I did when I first opened the image. Followed by a momentary pang of frustration at the rubber-band selection not working. Maybe I need more sleep... Quote Link to post Share on other sites
J.E. Sawyer 6,378 Posted August 6, 2013 Share Posted August 6, 2013 How will the shadows/lighting work in the final product? The environment is gorgeous, but the conflict between the apparent lighting of the scene and the way the character models are illuminated makes the latter seem out of place. The character models only have one shadow cast from the scene's directional light. Per-character point light shadows (especially multiple point light shadows) would get computationally expensive very fast. The characters are lit using dynamic lights placed in scene, but real-time lighting is never going to perfectly match the pre-rendered lighting of the scene. Yeah... umm... I hate to do this, but you've asked us, so here I go: You've stayed very true to the concept art, and that I love. Still, in my probably not so humble opinion, the final in-game render is somehow lacking in the shadows department. It seems all tad to bright, and that takes a bit of mystery from that particular scene The stronger/less diffuse our environment shadows are, the more difficult it becomes to place characters in the scene and not have them stick out. We tended toward relatively diffuse shadows in the IWD games for that reason as well. 8 Quote twitter tyme Link to post Share on other sites
Labadal 1,696 Posted August 6, 2013 Share Posted August 6, 2013 I must say that it looks really impressive. Glad to see progress is going well. The character models look much improved from the last time we saw them. I did notice none of them have helmets, but maybe they have magical heads immune to attacks! I actually like the in-game image more than the concept art (probably because stuff is going on). I like the texturing work on the dungeon, seems to set the mood in a great way. Short but sweet update. Quote Link to post Share on other sites
J.E. Sawyer 6,378 Posted August 6, 2013 Share Posted August 6, 2013 Looks amazing! My only (minor) concern is that the individuals inside the room are visible, even though the party is outside of the room, with the door closed. I'm guessing that fog of war/mob detection is not in yet? The back end/data for fog of war is implemented, but not the rendering side. Also, if the room were obscured by fog of war, that would be a pretty crummy screenshot. 15 Quote twitter tyme Link to post Share on other sites
Himntor 9 Posted August 6, 2013 Share Posted August 6, 2013 Looks great! But I'm still waiting for some good raw gameplay, even if it's real short. I wanna see the game in some action. Quote The Adventures of Abattoir, my Pillars of Eternity Let's Play! Following Abattoir, an Aumaua-sized Death Godlike Cipher who wishes to prove to the world that Death Godlikes can be trustworthy and helpful, while getting caught in some terrible circumstances. Link to post Share on other sites
Acerbissimus 13 Posted August 6, 2013 Share Posted August 6, 2013 Overall, I prefer the lighting and color contrast in Polina's concept, but like the detail added by Sean. Most of the human(oid)s don't look lit right; a shame that there seems to be limits to what can be done there. Otherwise they look alright. 1 Quote Link to post Share on other sites
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