I probably would've done it for free, but I needed a paying job-or at least a chance at one.īefore and during the Kickstarter campaign, all my work was on-spec. It was at exactly that time that Colin McComb, whom I'd worked with on Planescape: Torment, asked me if I wanted to work on a spiritual successor to that game. But by 2011, our expenses had slowly outstripped our income. My wife and I live in Thailand, and our primary work is taking in children with nowhere to go. How did this opportunity come about for you and what was it like stepping into a Design Lead role for this production? You worked as the Design Lead for Torment: Tides of Numenera later in your career. But the connections I made on that project were strong enough (apparently) to pull me back in several years later for Torment's spiritual successor and several gigs after that. Much as I loved the team and the project, I left the game industry shortly after Torment's release to focus on my personal life. I gained a reputation as a kind of troubleshooter, but really, I was just trying to make the game as good as I could make it. I frequently discovered that what the designers wanted to do wasn't supported by the engine, and I had to figure out clever workarounds or alternatives all the time. It sounds like it might not be very creative, but I loved it.Īnd it was creative. My job was mostly taking designers' outlines for different areas and implementing them in the game-cutscenes, boss battles, cranium rats, immortal tomb puzzles, brothel NPC pathing and barks. It was also my first project, which made it even more of a dream-a culmination of a dream, really. I couldn't get enough of this strange, compelling world and the mystery of who the Nameless One really was. I read every design doc I could find on the company server. We only knew that we loved what we were making. None of us knew at the time, of course, that it would become a classic (and it didn't sell terribly well upon release either-its "classic" status came much later). What was it like working on this classic computer role-playing game? One of your first game credits is as a scripter for Planescape: Torment. Digimancy Entertainment have posted an interview with renowned game writer Adam Heine.
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