Jedi Master Radek
Arcane
- Joined
- Dec 12, 2013
- Messages
- 4,351
Preview of the documentary about making PoE:
I actually love it
I actually love it
Preview of the documentary about making PoE:
I actually love it
Whoa. Posted 5 days ago. You catch that by accident?
Whoa. Posted 5 days ago. You catch that by accident?
http://forums.obsidian.net/topic/70...t-the-making-of-poe-documentary/#entry1580190 It's also in the announcement page of the obsidian forum.Whoa. Posted 5 days ago. You catch that by accident?
It's amazing how after years of existence they still don't have enough money to develop a game on their own and are pitching to publishers left and right. I mean if I owned a gamedev company, first order of the business would be to accumulate enough money to self-fund game development. Why don't they have any money, wtf?
Watch here, around the "It's not easy" bookmark: http://www.gdcvault.com/play/1019680/Gathering-Your-Party-with-ProjectOne thing that puzzles me a bit that constantly comes up in interviews and panels is the supposed difficulty with modding scenes. Have they ever elaborated what they mean by that?
I mean...it's not like it's some esoteric magic. You model the scene in 3D and do renders in a few different passes, then let the engine chew on it. Add a navmesh and you're golden. Right? It's harder than using a block engine like NWN had, sure, but there are some very capable modders out there, with professional skills in 3D/2D.
Do you think that they tried to save up enough to self-fund and that they failed? Cause after years and for a company of this size, is it really that impossible? Or maybe the owners/shareholders take all the usd to themselves? I don't know about the company enough, that's why I'm asking.I'm guessing it's a bit more complicated than 'save up all the monies'.
a software company the size of obsidian (100 ppl?) eats about a million a monthIt's amazing how after years of existence they still don't have enough money to develop a game on their own and are pitching to publishers left and right. I mean if I owned a gamedev company, first order of the business would be to accumulate enough money to self-fund game development. Why don't they have any money, wtf?
I remember. He actually says the wilderness maps were quite fast to make. The outsourcing was due to them not having the time, not because it's difficult. Josh mentions they have a 3D blockout tool for level design - that could be handy for modders.Watch here, around the "It's not easy" bookmark: http://www.gdcvault.com/play/1019680/Gathering-Your-Party-with-ProjectOne thing that puzzles me a bit that constantly comes up in interviews and panels is the supposed difficulty with modding scenes. Have they ever elaborated what they mean by that?
I mean...it's not like it's some esoteric magic. You model the scene in 3D and do renders in a few different passes, then let the engine chew on it. Add a navmesh and you're golden. Right? It's harder than using a block engine like NWN had, sure, but there are some very capable modders out there, with professional skills in 3D/2D.
They actually outsourced the areas to a whole other company
It's amazing how after years of existence they still don't have enough money to develop a game on their own and are pitching to publishers left and right. I mean if I owned a gamedev company, first order of the business would be to accumulate enough money to self-fund game development. Why don't they have any money, wtf?
One thing that puzzles me a bit that constantly comes up in interviews and panels is the supposed difficulty with modding scenes. Have they ever elaborated what they mean by that?
I mean...it's not like it's some esoteric magic. You model the scene in 3D and do renders in a few different passes, then let the engine chew on it. Add a navmesh and you're golden. Right? It's harder than using a block engine like NWN had, sure, but there are some very capable modders out there, with professional skills in 3D/2D.
Obsidian isn't publicly traded, so the owners are the share holders, and there are five owners.Do you think that they tried to save up enough to self-fund and that they failed? Cause after years and for a company of this size, is it really that impossible? Or maybe the owners/shareholders take all the usd to themselves? I don't know about the company enough, that's why I'm asking.
1) Yeah, I've painted 2D bitmap navmeshes in other games, or made them by hand for 3D scenes out of polygons. It's not that hard, just dull and timeconsuming.One thing that puzzles me a bit that constantly comes up in interviews and panels is the supposed difficulty with modding scenes. Have they ever elaborated what they mean by that?
I mean...it's not like it's some esoteric magic. You model the scene in 3D and do renders in a few different passes, then let the engine chew on it. Add a navmesh and you're golden. Right? It's harder than using a block engine like NWN had, sure, but there are some very capable modders out there, with professional skills in 3D/2D.
I don't know enough about their scenes, but...
- You don't just "add a navmesh" in Unity. Normally you have a 3d terrain with static objects and Unity bakes a navmesh for you (and it's very shitty... hard to make a good navmesh on uneven terrain), but since the whole level is just a 2d image, how do you bake a navmesh for that? Obviously some original way is used.
- They have some additional mechanics for the following: the background is just a 2d image, and yet the game knows that your character is now standing behind a table and therefore the character's legs shouldn't be rendered. Idk how they do it, cause there are different ways to approach this.
- They have some things that allow them to cast dynamic light on walls for instance, how are they made? Idk.
But yeah, I definitely don't think that it's inhumanly hard, they just have to explain the process and that's it.
It's amazing how after years of existence they still don't have enough money to develop a game on their own and are pitching to publishers left and right. I mean if I owned a gamedev company, first order of the business would be to accumulate enough money to self-fund game development. Why don't they have any money, wtf?
It's very easy to say this - but it's really an uninformed statement.
The business side of things is complicated and public. Like Feargus says in the video, publishers are aware if a company is in trouble and they will move to take advantage of that. This means where as before you might have factored in some profit into a budget you pitch, now that has to go out because the publisher is going to put your feet in the fire because they know you are desperate.
Some publishers most assuredly will pull out or reduce whatever royalty or bonus you might have received, or increase the difficulty in getting it, if they know your company is hurting.
In many cases, you are reduced to buying time.
Most independent game companies last something on the order of less than 2 years. I don't remember the statistic anymore, but it is a pretty dismal success rate.
TimeGate lasted 14 years and they were actually doing fine till they were counter sued (and lost) when they sued for royalties.
Obsidian has been around for almost 12 years. Thankfully, Thank You God, we are doing well now.
I love this company. We have had layoffs, and we've had some dark times - but this company is a rarity compared to most companies these days. Every single owner has gone without pay - for MONTHS to protect their employees. We've had other employees step up and volunteer to take temporary pay cuts to help keep other employees on. It might sound cheesy to some of the more bitter codexians, but stuff like that really shows the rest of the company that people here actually care.
Pillars was a big step for us, and I hope it continues to do well for Obsidian.