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Development Info Project Eternity Kickstarter Update #64: Meet the Devs - Kazunori Aruga

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Tags: Brandon Adler; Kazunori Aruga; Obsidian Entertainment; Pillars of Eternity

In this week's Project Eternity Kickstarter update, we meet Obsidian's oft-mentioned concept artist, Kazunori "Kaz" Aruga. Here's some of what the man has to say:

Q: Hello, Kaz. What is your job on the Project Eternity team?
Before I start I want to quickly thank all you awesome peeps who backed our game. I wouldn't be here working on my dream project if it weren't for you all, so thank you for making this a reality!

I have two responsibilities on Project Eternity. The first is supplying the asset and environment teams with concept art. The second is producing art for the game's UI. I'm occasionally tasked with scripted interaction art and will start producing character portraits further down the road.

Q: What are you working on this week?
I've been tasked with inventory and character creation UI. *leaps away as a massive fireball of community UI rage engulfs the land*

But seriously, I appreciated the feedback you all gave us for the action bar and conversation UI. I've taken notes and been implementing ideas that are in alignment with our design goals. As a side note, being a fan of the IE games and having a lot of experience playing them has proven very useful as it helps me identify what worked and what didn't. I'm sure we all have fond memories of shuffling piles of arrows between characters.

Q: What is your typical work day like on Project Eternity?
My day usually starts by fighting off Robs and Polinas to get to the Keurig coffee machine in our room. Consuming the glorious bean drink allows me access to all two neurons in my head, which I then rub together as hard as I can to start making artwork. My day varies a lot from this point based on the task I'm on. For character and environment work a good chunk of time will be devoted to gathering reference and inspiration, or doing homework on a specific subject. I'll then do a rough sketch pass which gets reviewed by the leads and other artists. When I'm on scripted interaction art I work closely with our designers Bobby and Jorge, and for UI I interface with our project lead Josh and Brian who is our programming intern.

Q: What are you most looking forward to on Project Eternity?
Just the fact that we can put an IE inspired game on the market is enough to get me excited. It's been long overdue. I'm looking forward to seeing all the hard work we are putting in coming together as one complete package, and seeing reactions of people playing the game!

Q: Which concept that you have done has been your favorite?

Artists are typically never happy with their own work. Next question! :p

I've enjoyed working on art for scripted interactions, and been pretty happy with the results. I've also been putting a lot of work into inventory UI recently and am happy with the results coming out of that.

Q: What's your favorite Infinity Engine game? Why?
BG1 for exploring the vast wilderness. I can still recall the music and hear the birds chirping in the distance. BG2 is a close 2nd for its story and companions. The only title I haven't finished is IWD2 which I am playing through currently, and I will say I'm enjoying the combat.

Q: Anything else you would like to share?
Long live the glorious PC gaming master race. *lets out a nerdy war cry and bangs mouse and keyboard together*

Nice. Read the full update for more information about Kaz's inspirations and influences, and for a glimpse at some of his concept art for Project Eternity.
 

VioletShadow

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Not that much info but OK. At least we got something on Eternity; Torment Numenera on the other hand...:roll:
 

Lancehead

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I notice that Kaz doesn't mention PS:T when asked about IE games.
 

Ramireza

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Its another Albibi-"We have to show them something" update, like most times. Disappointing.
 

Duraframe300

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Its another Albibi-"We have to show them something" update, like most times. Disappointing.

Developer Updates are a common thing (and very interesting to me and other people), so I don't really see the problem with them being put in when (apparently) nothing else is ready to be shown yet. And the last updates (production 01 and stronghold) were pretty big.

We also got some nice concept art out of it


pe-water-tunnel-ext.jpg

pe-dragon-hatchling.jpg

pe-db-mood.jpg



And of course, this

pe-kaz-coffee.jpg
 

crawlkill

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a year later, RPGCodex is still not used to PE doing meet the devs Kickstarter updates
 

Roguey

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What a dork.

It's been over a month since I last saw Avellone fail at Arcanum. Get back to that.
 

Zed

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Kaz certainly has a good sense of humour:

Hello, my name is Kazunori "not a vertical slice video" Aruga and I'll be answering some of your questions!

http://forums.obsidian.net/topic/64399-update-64-developer-qa-with-kaz/?p=1371663
I'm very much looking forward to the seeing the portraits, and to see whether they're going for the slightly generic airbrush'ish portraits of BG, or the more stylized painterly portraits of IWD.

Also it's very cool that the 2x2 picture represents the different areas of Defiance Bay. Looks like a cool city to me. If they're going for those magical-looking streetlamps, I'm very much looking forward to seeing a night-shot of the city.

I'm just very much looking in general. I'm a very much looking guy.
 

Cosmo

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Project: Eternity
One's identity doesn't make them immune from criticism.

Except when the one is yourself i imagine ? :lol:

Besides, and correct me if i'm wrong, i feel you insinctively despise people who aren't "hip" enough for your taste (and rationalize it as "criticism")...
 

Scruffy

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painful to read
the forced terrible humor, it hurts and makes me want to cry and sing sad songs
 

Athelas

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Did you guys notice that every single one of the art mockups has a cloaked figure or two? Interesting.
 

Hormalakh

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there is also an image that has a mockup UI in there. Johs talks about it in the forums.

http://forums.obsidian.net/topic/64399-update-64-developer-qa-with-kaz/page-3#entry1371656

Kaz is working on the inventory UI. The icons below the portrait are "mine" (i.e. just placeholders) and represent (top) Stamina, Health, Main Hand Accuracy, Off-Hand Accuracy and (bottom) the four defenses: Deflection, Fortitude, Reflexes, and Psyche. Of course, it's still a work in progress.

[someone asked about the images in the UI and L and R hands in the UI]
They're fists, though one of them will likely be replaced with a breastplate and the character's Damage Threshold. The main/off-hand Accuracy stats will wind up stacked on one "fist" if the character is dual-wielding.
 

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