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Development Info Project Eternity Kickstarter Update #35: Meet the Devs - Dimitri Berman


I post news
Staff Member
Jan 28, 2011
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: Dimitri Berman; Obsidian Entertainment; Pillars of Eternity

Project Eternity's "Meet the Developers" series continues. This time we have a short Q&A with Lead Character Artist Dimitri Berman. Here are the most relevant questions:

Q: Hi Dimitri! What do you do on the Project Eternity team?
A: Hi everyone! I make sure all characters and creatures meet our set quality bar as they enter the game, this includes creation of high poly and low poly models, textures and materials, and occasional skinning and rigging. I work closely with animators, programmers, and designers to make sure our stuff looks and behaves as best it can, and also prototype new systems if we find something particularly cool we can do that the players will enjoy seeing. Occasionally I will jump over and help out the environment guys if they need help with complex set pieces.​

Q: What are you currently working on today?
A: Today we're doing a couple of things. Firstly, we're getting our first weapons into the game, properly equipped by characters. And oh boy, there are going to be a lot of weapons, you can thank Josh for that! And then I am working with Antonio, our character TD to prototype the character rigs for other playable races. Different races in Eternity will be different scales and this poses various challenges to making their equipment and animations.​

Q: What's your typical work day like on Project Eternity?
A: Usually when I get in I make a cup of coffee. And then another. Then I usually Facebook until it is lunch-time. After lunch I take to Twitter like a madman, Pinterest and Instagram my fingers off, and then after more Facebook it is time to go home! In all seriousness, I usually check my work email, and get to work on our current goal. Right now we are not creating content, we are figuring out our pipeline for building every single thing in the game, so when the time comes to creating art (during Production), we can focus on the art itself and not fighting technology to make it all work. RPG's are really complex especially when it comes to characters and there are a lot of things we always keep track of, so players in the end can have a wonderful, bug-free experience.​

Q: What are you most looking forward to on Project Eternity?
A: It's exciting that it is a brand new IP, which allows us to put creativity into characters and art that we would normally not be able to do due to IP constraints. Eternity is also going to be a really big world, with lots of stuff in it - it is going to be rewarding in creating so much art for our fans.​

Q: What other projects have you worked on at Obsidian?
A: I have worked on Neverwinter Nights 2, its expansions, Dungeon Siege 3, and sadly a couple of cancelled projects. Aliens 4EVER.​

For more information on Dimitri's taste in games, ninja turtles and vodka, read the entire thing here.


Nov 27, 2012
Honestly this update from Obsidian was weak. There's nothing to talk about. 2nd pity post.

Brother None

inXile Entertainment
Jul 11, 2004
Heh. What are they going to talk about this early in the process? inXile just kept quiet when they didn't have much to say but THAT WAS WRONG. So Obsidian does some filler stuff to keep their update rate up. THAT'S WRONG TOO.

No pleasing you people.


Nov 27, 2012
I don't have an issue with interviewing the devs - there's just not much to say. One week, we'll get to know about the game, and one week people who are interested in the staff and how development works(like me) get to know about them.

As for interview questions, they could ask some better ones instead of "who's your favorite TMNT?"

Here are some good ones:

Is there anything about creating characters now that you're really excited about that maybe previously was impossible or just was uber hard that you plan on implementing in PE?

How did you get into animation for gaming?

What's your favorite tool to use?

Any tips for those interested in getting into game development?

What do you find the most challenging when it comes to developing good art for games?


May 16, 2008
Codex 2012 Torment: Tides of Numenera Codex USB, 2014
it's ok talking about the people behind the game, but all this unfunyy - trying - too - hard humour that seems to be present in every interview is really not necessary.


Dec 13, 2012
You can tell a great artist when you cant find a presence of him online. :lol:

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