Tumgik
#deadfire
Text
Tumblr media Tumblr media
My Watcher doesn't really have a great relationship with the gods but I'm noticing a theme here and it's making me feel some kind of way for sure.
22 notes · View notes
zwierzodudle · 10 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
his melancholic spleen and nervous disposition have captivated me
~
commission info | ko-fi
789 notes · View notes
jesawyer · 9 months
Note
Hey Josh, what's the longest you've ever spent working on one game?
A game that shipped? 3 years (Pentiment): 9 months in pre-production and ~27 months in development.
Icewind Dale: 14 months.
Icewind Dale II: 10 months.
Neverwinter Nights II was in development for over 3 years (I think?) but I only came on for about 6 months at the end.
Fallout: New Vegas: 18 months.
Pillars of Eternity: 2 years, 10 months.
Deadfire: 2 years, 6 months.
221 notes · View notes
sassyfahliil · 5 months
Text
Tumblr media
Give the wizards a gun :^)
139 notes · View notes
joshbii · 26 days
Text
Tumblr media
Been doing some planning for Pillars ttrpg campaign and more animancy lore just confirms we're gonna be doing some immoral soul magics
71 notes · View notes
laiskanpulskeart · 10 months
Text
Tumblr media
Is my internet-poisoned and broken brain supposed to imagine anything else?
187 notes · View notes
arnaerr · 1 year
Text
Tumblr media Tumblr media
Commission for @laevinicaggression! It was a pleasure to paint Wren, a Wood elf Cipher with stoic & benevolent personality and Aedyr slave background. Thank you for trusting me with your character ♥ the speedpaint is here
534 notes · View notes
hallaheart · 12 days
Text
Tumblr media
da bridge has FROGS
33 notes · View notes
perenians · 29 days
Text
Tumblr media
save me, edér...
28 notes · View notes
aurulauraart · 3 months
Text
Tumblr media
A doodle of my ranger character Arryn, from Pillars of Eternity & Deadfire💘
28 notes · View notes
stwaidwen · 8 months
Text
Tumblr media Tumblr media Tumblr media
you wanted to let waidwen know how proud you felt, but he no longer needed a father's approval to know when he was right. that saddened you even more than knowing waidwen had seen his last sunrise.
84 notes · View notes
morewyckedthanyou · 25 days
Text
Tumblr media
I truly do think the imps in this game are adorable and taking Nemnok as a pet after beating him in battle was obviously the only viable choice.
Bonus:
Tumblr media
Because of course Edér tries to pet every creature he sees. That's my boy. 🥰
33 notes · View notes
blighted-elf · 11 months
Photo
Tumblr media
A bit of a design update for my Fire Godlike, Lumina 🔥
C0mmission info in pinned post
109 notes · View notes
jesawyer · 11 months
Note
What's your take on game directors who also work as writers or designers on the project? Is it better to keep it church and state? Or does it depend on team size? For example, in a narrative-heavy project, it seems to make sense to me that direction should come from the writers' room. But there's also some good arguments on the side of the camp who believes the director should not be the one doing any "doing" in any discipline. What would you advise, from your experience? Thank you!
Unsurprisingly, I am in favor of directors doing some in-engine work on their projects. Confirmation bias is heavily at work here because I've done direct implementation on all of the games I've directed.
On F:NV I wrote* Arcade, Hanlon, Joshua Graham, and other characters in our editor. I also implemented and tuned all of the weapons and mods (and other system design things like perks and recipes) in the GECK.
On Pillars of Eternity, I wrote Pallegina and a few minor characters in OEI Tools. I did direct in (Unity) editor implementation and tuning of many spells and items (though Tim Cain implemented much of the code that I used). I also did some encounter work in editor.
On Deadfire, I wrote Pallegina, Eothas, and a few other convos in OEI Tools. I did less in-engine system work because I had a small team of system designers and I had more director responsibilities, but I did do some tweaking and tuning in the game data editor (GDE) of OEI Tools.
On Pentiment I wrote around 1/4 to 1/3 of the dialogue in OEI Tools and set up all of our dialogue checks in the GDE. I mostly stayed out of Unity because Matthew Loyola and Alec Frey handled most of the design tasks there. On Pentiment I did a far greater percentage of content work than I normally would, but it was also a team of 13 people with only 3 writers (including me) at any given time.
Here's what I think the "pros" are: you have a better understanding of the pipelines people are using, you are doing work under (mostly) the same conditions as the people you are leading. You are directly touching the data that is going into the game and it makes you acutely aware of what's involved in doing that (at least in part).
The cons are the obvious ones: your main job is leading people and if your nose is buried in the weeds, that can be difficult to do. Also when it comes time to cut content, you might get precious about the work you've done vs. the work other people have done.
In my experience, the important thing is to not overcommit. Do a little work, sure, but err on the side of a light load. It's not practical for you to even have a quarter of the content workload as someone working on the staff.
*Minor note but when I say, "wrote" that also includes any related scripting done within dialogue for checks, setting global variables, etc. All Obsidian narrative designers are expected to do the scripting for their dialogues, though the interface in OEI Tools makes that generally pretty painless.
206 notes · View notes
palominocorn · 2 months
Text
Girls just wanna have fun, oh oh, girls just wanna have fun
Tumblr media
18 notes · View notes
camelliagwerm · 10 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
ENGELISE HARLING, WOEDICA'S WATCHER
Once a model Goldpact Knight, known in the Dyrwood for her unwavering dedication to the sanctity of her contracts and rarely imparting moral judgment among those she came across, the Lady of Caed Nua has now changed. In the five years since she entered Sun in Shadow, she has become crueller - a shade of her Awakened self - and no longer honours her oath to the Goldpact Knights. But the Exiled Queen is a grateful patron, bequeathing upon her the powers of a Templar and the title of Favoured.
59 notes · View notes