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People News Brian Fargo IGDA 2013 Presentation

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Brian Fargo; Interplay; InXile Entertainment; Kickstarter; Torment: Tides of Numenera; Wasteland 2

Last month, Brian Fargo gave a presentation for the Orange County chapter of the International Game Developers Association. They silently uploaded it to their YouTube channel, where it went unnoticed until one of our users brought it to our attention today.



It's a pretty good talk, which serves as a sort of extended recap of all the things Brian has said over the past year or so. He reminisces about his early career (3:40-16:07), retells the stories of his successful Wasteland 2 and Torment: Tides of Numenera Kickstarter campaigns (16:07-29:17), and offers his personal observations and advice about Kickstarter (29:17-41:47). This is followed by a long Q&A session (41:47-1:16:50).

To me, the most interesting part of the talk is the first one, and also the first question in the Q&A segment, where Brian talks a bit about how Interplay grew out of control in the 90s. His Kickstarter advice is pretty solid, too.
 

Seerix

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Around 1:08:30 Fargo says that they saved up to half a million dollars thanks to Unity Asset Store. Interesting.
 

Brother None

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Around 1:08:30 Fargo says that they saved up to half a million dollars thanks to Unity Asset Store. Interesting.
Yup. It's a pretty big deal for us. The game looks quite good now, in my opinion, yet graphics are relatively a very minor part of the budget, compared to how it is usually done in game development. It's cool!

You can't just buy and plugin asset store purchases obviously. The crowdsourcing thing was fun, but tweaking and dirtying up assets works really well.
 
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Arkeus

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Around 1:08:30 Fargo says that they saved up to half a million dollars thanks to Unity Asset Store. Interesting.
Yup. It's a pretty big deal for us. The game looks quite good now, in my opinion, yet graphics are relatively a very minor part of the budget, compared to how it is usually done in game development. It's cool!

You can't just buy and plugin asset store purchases obviously. The crowdsourcing thing was fun, but tweaking and dirtying up assets works really well.
I seem to remember hearing that InXile and Obsidian were sharing a lot of those tweaked assets. How true is it?
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Around 1:08:30 Fargo says that they saved up to half a million dollars thanks to Unity Asset Store. Interesting.
Yup. It's a pretty big deal for us. The game looks quite good now, in my opinion, yet graphics are relatively a very minor part of the budget, compared to how it is usually done in game development. It's cool!

You can't just buy and plugin asset store purchases obviously. The crowdsourcing thing was fun, but tweaking and dirtying up assets works really well.
I seem to remember hearing that InXile and Obsidian were sharing a lot of those tweaked assets. How true is it?

I don't remember anything like that. What could Obsidian do with a bunch of post-apoc assets in their high fantasy game?
 

Arkeus

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I don't remember anything like that. What could Obsidian do with a bunch of post-apoc assets in their high fantasy game?
Maybe the term asset is wrong then, but i was thinking stuff like Doors, combat/out-of-combat states, pathfinding...
 

POOPERSCOOPER

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Brian does more talks and speeches than any developer I know.
 

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